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Techniques for spicing up aventures! By: Everyone?!
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<blockquote data-quote="Renfield" data-source="post: 3131676" data-attributes="member: 13493"><p>I've been lightly involved in a discussion about what edition of D&D is better than the other and while reading some posts I realized I was getting sick of thinking and focusing on mechanics and wanted to discuss and bring up ideas about how to enhance the thing that got me into DMing to begin with: Storytelling. This is primarily a post for DM's naturally but those who play more often than not likely have a tale or two about how their DM really made their experience come alive! So: Message boarders and long time EnWorlders, let's see if we can't make a nice long constructive thread to help those DM's that need to add a little more flavor to how their adventures pan out. I shall begin with a few techniques that my group uses that seem to always get the PC's leaning over the table with bated pizza breath.</p><p></p><p></p><p style="text-align: center">* * * * *</p><p></p><p>These techniques are good ways to begin an evening of D&D, it might be best to try these with groups that have been gaming together for awhile, and some of these might simply not work for some people but they have worked for me and mine numerous times. Naturally it is best not to over do these as it can become predictable and in some situations can be seen as railroading so use in moderation.</p><p></p><p><strong>Starting the session with a combat.</strong></p><p><strong></strong></p><p><strong>Starting the adventure/campaign in the middle of a situation. </strong></p><p><strong></strong></p><p><strong>Getting those pesky PC's to party up: Combat!</strong></p><p></p><p>Now, the first one <strong>Starting the session with a combat.</strong> has been useful to liven up games that have been growing stagnant and to start off the session that might have otherwise been another boring downtime day in town. Perhaps a brawl broke out in the tavern the PC's frequent, or maybe they're traveling overland through peaceful country and rather than begin the next day/session with them riding through a hilly countryside they're in the forest of their destination and are suddenly fighting bandits.</p><p></p><p>Naturally the placement of this technique must be thought out. The bandit scenario might not work with a new group who has never dealt with the 'adventuring party being waylaid by bandits in the woods' scenario, but one who has done such a scenario in past campaigns might like this interesting change of pace. It would also be a good idea that you play to what you know of the PC's, especially if it was a combat they saw coming, PC's don't like constantly having the lower hand so they might like it if such a situation had the bandits being detected before hand and the archer ranger already hidden in a tree when the combat begins. </p><p></p><p>This technique isn't perfect of course and should be carefully thought through. If you have players who complain about the slightest bit of railroading or dm influence over their characters than this is naturally not for you. </p><p></p><p><strong>Starting the adventure/campaign in the middle of a situation</strong> is a good way to start a campaign or adventure path. It is also a nice change of pace technique and usually involves combat and then rewinding a bit. This should be used in moderation because it can easily be seen as railroading. </p><p></p><p>The example I have is this: Rather than starting in the tavern the other PC's and my own character were on a ship being rocked by stormy seas. The DM offered no explanation only smiled and said 'you'll see' seeing as we've all been gaming with one another for a time we naturally went along with it trusting the DM. One character I think even spent his time being sick over the side of the railing while the rest of us hurriedly helped out the other sailors. Suddenly creatures seemed to leap over the railing and attack! When the trecherous battle aboard the slippery rocking deck was over we effectively rewound to meeting in a Tavern. It took a few game sessions to lead up to the ship scene but it worked out. We leveled during this time but the storytelling was done well so we ignored that little lack of continuity. Other groups might not do so, for them it's likely best to catch up to that scene fairly quickly. </p><p></p><p>Now while this can involve a bit of railroading it doesn't have to. The above scenario would be easy to lead to especially for low level characters. A little creativity can get the PC's on that ship without them feeling like they were dragged there by the skin of their teeth. Perhaps the PC's accept a mission from someone but the destination is too far to travel over land and their patron bought them passage on a ship. Or perhaps the PC's got done with an adventure and need a place to go, one of them is eager to use his recently gained gold to improve or enchant an item and they heard a wizard specializing in such things exists in a relatively nearby island city. It doesn't take much. </p><p></p><p><strong>Getting those pesky PC's to party up: Combat!</strong> </p><p>Now this is simply something I've had a hard time with on occasion. PC's are in a tavern something and I'm having a hard time giving them a reason to choose to group up, or the new character (be it a new player or someone who's character died last session) is having a hard time connecting with the other PC's. The answer? Toss in a combat. There was a situation listed in the 3.0 DMG I believe of a portal opening and kobolds streaming forth and attacking people. This could not only be a way to unite the PC's as noticeable combatants aside from the ex-adventurer tavern keeper but could also be the beginning of an adventure. While this isn't 100% effective for everyone I've found it working more often then not.</p><p></p><p style="text-align: center">* * * * *</p><p></p><p>So those are my little ideas on how to add a little spice to an adventure/campaign/session. Feel free to post your own.</p></blockquote><p></p>
[QUOTE="Renfield, post: 3131676, member: 13493"] I've been lightly involved in a discussion about what edition of D&D is better than the other and while reading some posts I realized I was getting sick of thinking and focusing on mechanics and wanted to discuss and bring up ideas about how to enhance the thing that got me into DMing to begin with: Storytelling. This is primarily a post for DM's naturally but those who play more often than not likely have a tale or two about how their DM really made their experience come alive! So: Message boarders and long time EnWorlders, let's see if we can't make a nice long constructive thread to help those DM's that need to add a little more flavor to how their adventures pan out. I shall begin with a few techniques that my group uses that seem to always get the PC's leaning over the table with bated pizza breath. [CENTER]* * * * *[/CENTER] These techniques are good ways to begin an evening of D&D, it might be best to try these with groups that have been gaming together for awhile, and some of these might simply not work for some people but they have worked for me and mine numerous times. Naturally it is best not to over do these as it can become predictable and in some situations can be seen as railroading so use in moderation. [B]Starting the session with a combat. Starting the adventure/campaign in the middle of a situation. Getting those pesky PC's to party up: Combat![/B] Now, the first one [B]Starting the session with a combat.[/B] has been useful to liven up games that have been growing stagnant and to start off the session that might have otherwise been another boring downtime day in town. Perhaps a brawl broke out in the tavern the PC's frequent, or maybe they're traveling overland through peaceful country and rather than begin the next day/session with them riding through a hilly countryside they're in the forest of their destination and are suddenly fighting bandits. Naturally the placement of this technique must be thought out. The bandit scenario might not work with a new group who has never dealt with the 'adventuring party being waylaid by bandits in the woods' scenario, but one who has done such a scenario in past campaigns might like this interesting change of pace. It would also be a good idea that you play to what you know of the PC's, especially if it was a combat they saw coming, PC's don't like constantly having the lower hand so they might like it if such a situation had the bandits being detected before hand and the archer ranger already hidden in a tree when the combat begins. This technique isn't perfect of course and should be carefully thought through. If you have players who complain about the slightest bit of railroading or dm influence over their characters than this is naturally not for you. [B]Starting the adventure/campaign in the middle of a situation[/B] is a good way to start a campaign or adventure path. It is also a nice change of pace technique and usually involves combat and then rewinding a bit. This should be used in moderation because it can easily be seen as railroading. The example I have is this: Rather than starting in the tavern the other PC's and my own character were on a ship being rocked by stormy seas. The DM offered no explanation only smiled and said 'you'll see' seeing as we've all been gaming with one another for a time we naturally went along with it trusting the DM. One character I think even spent his time being sick over the side of the railing while the rest of us hurriedly helped out the other sailors. Suddenly creatures seemed to leap over the railing and attack! When the trecherous battle aboard the slippery rocking deck was over we effectively rewound to meeting in a Tavern. It took a few game sessions to lead up to the ship scene but it worked out. We leveled during this time but the storytelling was done well so we ignored that little lack of continuity. Other groups might not do so, for them it's likely best to catch up to that scene fairly quickly. Now while this can involve a bit of railroading it doesn't have to. The above scenario would be easy to lead to especially for low level characters. A little creativity can get the PC's on that ship without them feeling like they were dragged there by the skin of their teeth. Perhaps the PC's accept a mission from someone but the destination is too far to travel over land and their patron bought them passage on a ship. Or perhaps the PC's got done with an adventure and need a place to go, one of them is eager to use his recently gained gold to improve or enchant an item and they heard a wizard specializing in such things exists in a relatively nearby island city. It doesn't take much. [B]Getting those pesky PC's to party up: Combat![/B] Now this is simply something I've had a hard time with on occasion. PC's are in a tavern something and I'm having a hard time giving them a reason to choose to group up, or the new character (be it a new player or someone who's character died last session) is having a hard time connecting with the other PC's. The answer? Toss in a combat. There was a situation listed in the 3.0 DMG I believe of a portal opening and kobolds streaming forth and attacking people. This could not only be a way to unite the PC's as noticeable combatants aside from the ex-adventurer tavern keeper but could also be the beginning of an adventure. While this isn't 100% effective for everyone I've found it working more often then not. [CENTER]* * * * *[/CENTER] So those are my little ideas on how to add a little spice to an adventure/campaign/session. Feel free to post your own. [/QUOTE]
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