That wonderful moment . . .

:cool:

It's something that only happens when you let a game develop long enough. The game stops being a story delivered by the DM, and starts being one crafted by the entire group. Players take time to get into their characters and get a feel for the world, and the importance of what's what takes a while to sink in. But once everyone knows the basics, the DM can stop forcefeeding adventures, and instead let the group decide what they want to do.

For me, this time, it was after about six months and nineteen sessions. The group had mostly been helping a larger organization defend against its enemies, but last night, they started planning what to do on their own. Of course, this wasn't a conscious decision on their part; it came from them screwing up.

Y'see, a couple of sessions back, they defeated a powerful psionic monk (with the aid of a dagger that suppressed psionic powers). An ally of theirs cut his heart out and revealed a gemstone, then gave it to the party for safekeeping, suggesting they keep it and the dagger near each other at all times. One time the group ended up not keeping the dagger close enough, and the spirit of the psion that is trapped in the gem manifested itself and wrought havoc for about 3 rounds before they realized what was going on and put it back near the dagger.

So they know the gem holds the spirit of the psion they killed. They also have a magic item that is fueled by eating souls: if you use this bone club to kill someone, it sucks their soul, ignites to burn like a torch, and lets anyone who sees the flame of the torch teleport. Well, the group is in desperate need of teleporting to help save the day, so even though they wouldn't normally destroy someone's soul, they figure they can spare the psion's. For reasons not yet clear to the group, though, when they shatter the gem with the torch, instead of sucking out the psion's soul, the soul escapes and flies away toward its old haunts.

The group follows, and when they catch up, they see the psion's body is regrowing from a few stains of blood on the ground. They begin hacking at it, but it heals faster than they can wound it (and they're wounding it quite severely). They only manage to defeat the psion monk through serious pain to themselves, but manage to kill him and continually leech life energy from him so he can't heal. But they realize that they can't keep constant vigilance over this guy to make sure he doesn't revive and kill them all, so they do a lot of magical information gathering, and learn, surprise surprise, the monk is immortal.

He's one of four immortal people, actually (they already knew about two others). He'll heal from anything, and the only thing that kept him from being a major threat before was that his soul was trapped in a gem; he had no real body, and could only psychically project one. Now they've let him free, and even the anti-psionic dagger doesn't stop his immortality. They have to find a way to trap him permanently, or maybe just de-immortalize him. And the group starts making plans.

Bear in mind, this caught me completely off guard. I didn't think they'd try to break the gem that was holding the soul of a nasty evil guy they had a hard time killing the first time around, though I did know what would happen if he got free. So while they're fighting him, I'm thinking of how I'll be able to guide the party to find a solution, but then they go and surprise me by starting to look for their own solutions.

Suddenly, they start making connections between all the hints I'd dropped. So now, on the one hand, I'm going to have to plan fourteen dozen different ideas since they have huge flexibility, but on the other hand, it's their story now. They're still a little uncomfortable with being in charge, but it should be fun to see what they do.
 

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That's the moment I strive for in my games, where the players stop being reactive and start being proactive within the game world. It's a wonderful thing when it happens...
 

We have an evil campaign going (on hiatus for football season), so we're all plotting and scheming.

In one of our last sessions, all the players broke up to go have secret conferences. I mean ALL the players. When I returned from my secret conference, there was the DM, sitting alone at the table, reading a pdf...

PS
 

It's wonderful.

I find one way to accelerate the process is to do just what you inadverdently did, RW -- don't have a plan. DMs with plans just get in the way.

When even the DM doesn't know what's happening, THAT's when things get fun.

My gang have spent the entire season trapped in this psychotic prison world created by an insane goddess 2,000 years ago. I don't know how they're going to get out. Honestly, I don't know how it works, but I know they'll be getting out pretty soon now.

There's this gate, and an army of draconians, and a crystal, and a soul needs to be sacrificed, but taking the crystal will destroy the prison world, and there's this bunch of high-powered wizards who are intent on stopping ANYBODY getting out, and there's some ancient legend, a staff and a socket and a scrying globe and geo-synchronous satallites...

It'll all make sense in the end, I'm sure. Which is kinda the point. WE'RE making up this story -- I'm not watching them run around figuring out what story *I* want to tell.

What's really fun is watching them speculate on what's going on and thinking to myself, "Hey, good idea..."
 


Bear in mind that they now also have to deal with the fact that they didn't teleport to where they needed to be to save the day. Who knows where this will lead?

Good stuff, good stuff...
 


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