Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
So, whos game is it anyway?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="eris404" data-source="post: 1228355" data-attributes="member: 5338"><p>Every game I have played in the DM did have a "big story behind it all. " However, there was always enough room for the characters to go do what they wanted to do or to fit in little side plots, especially when it was based on a character's background and/or personal goals. The best DMs were able to put in tantalizing little clues in the "side quests" that tied back into the major storyline in some way. Did they railroad us players by doing this? I didn't feel like they did and the story was usually so interesting that we couldn't resist investigating it anyway. </p><p></p><p>When I run a game, I do have an overall story, but I create three or four threads (plot points or side quests, locations, NPCs, etc.) and let the characters investigate them as they want. If they go in a different direction then I have planned, I either make something up on the spot (and take good notes so that I can keep track of what happened) or use a stall tactic until the next session so that I can plan something in the direction they are taking. Books like <em>En Route </em> are good for this. Most of the time, the players wrote the story without even realizing it. They would discuss among themselves what they thought the Big Bad was up to and usually would come up with something much worse than I had planned and so I would simply go with their idea(s). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>In <em>Dragon</em> magazine about a year back or so there was an article about planning a campaign like a TV show, such as <em>The X Files </em> or <em>Buffy the Vampire Slayer.</em> Both of those shows had a "big story" and rich mythology, but not every episode was a "mythology" episode. Those were spaced out in between "one shot" episodes that were more or less "monster of the week" type episodes. I like this style of campaign, because although it's structured, it gives the players room to do other things besides chase the big bad evil behind it all, whether it's time to make that special staff or to investigate that tomb they passed two weeks ago. It takes a little more planning in some ways, but it makes for a great game.</p><p></p><p>So I don't think what you're proposing is a bad idea at all as long as you are open to the wishes of the players.</p></blockquote><p></p>
[QUOTE="eris404, post: 1228355, member: 5338"] Every game I have played in the DM did have a "big story behind it all. " However, there was always enough room for the characters to go do what they wanted to do or to fit in little side plots, especially when it was based on a character's background and/or personal goals. The best DMs were able to put in tantalizing little clues in the "side quests" that tied back into the major storyline in some way. Did they railroad us players by doing this? I didn't feel like they did and the story was usually so interesting that we couldn't resist investigating it anyway. When I run a game, I do have an overall story, but I create three or four threads (plot points or side quests, locations, NPCs, etc.) and let the characters investigate them as they want. If they go in a different direction then I have planned, I either make something up on the spot (and take good notes so that I can keep track of what happened) or use a stall tactic until the next session so that I can plan something in the direction they are taking. Books like [I]En Route [/I] are good for this. Most of the time, the players wrote the story without even realizing it. They would discuss among themselves what they thought the Big Bad was up to and usually would come up with something much worse than I had planned and so I would simply go with their idea(s). :) In [I]Dragon[/I] magazine about a year back or so there was an article about planning a campaign like a TV show, such as [I]The X Files [/I] or [I]Buffy the Vampire Slayer.[/I] Both of those shows had a "big story" and rich mythology, but not every episode was a "mythology" episode. Those were spaced out in between "one shot" episodes that were more or less "monster of the week" type episodes. I like this style of campaign, because although it's structured, it gives the players room to do other things besides chase the big bad evil behind it all, whether it's time to make that special staff or to investigate that tomb they passed two weeks ago. It takes a little more planning in some ways, but it makes for a great game. So I don't think what you're proposing is a bad idea at all as long as you are open to the wishes of the players. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
So, whos game is it anyway?
Top