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The importance to "story" of contrivance
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<blockquote data-quote="Rod Staffwand" data-source="post: 6961412" data-attributes="member: 6776279"><p>It's hard to tell a rollicking good yarn without contrivances. DMs should be shameless in arranging matters for the most dramatic impact.</p><p></p><p>I like to give my players free reign to go and do what they want. They can pick their quests and goals based on what they feel is most important or most interesting to them. However, once they settle on something all sorts of craziness begins to happen.</p><p></p><p>If they decide to go after the Sword of Ultimate Toenail Clipping it just so happens that the Evil Dark Evildoers are simultaneously sending their own agents after it as well. Would the Evil Dark Evildoers be going after the sword if the PCs didn't start that plotline? Nope. They're only around to serve as antagonists for this adventure. If the PCs aren't on this adventure they're not needed.</p><p></p><p>Then they get to the Great Toe Vault and find that its slowly sinking beneath the muck of Fungus Swamp and they only have 48 hours to get the sword and get out. Would the vault be sinking if the PCs didn't start the plotline. Nope. It's been waiting around to start sinking when the PCs show up.</p><p></p><p>If the PCs go on a voyage will they run into the worst storm in a century? Of course. Will the only treasure map to the fabled riches of ancient Fimdandoon fall into the PCs hands? Yep. Will the PCs happen to stumble open the death of their kindly old mentor just to see the assassin escape through a window? You got it.</p><p></p><p>If I think it'll be cool to send the PCs on a two-month trek through the desert, I'll start them off already on route with reasons why alternate travels methods aren't working. Or perhaps say a soothsayer or divine vision warned them off the other routes. Then I'll get on with the really cool desert travel stuff I prepped.</p><p></p><p>Players, being players, will occasionally still not bite on really dramatic in-your-face hooks and pull out some trick or stunt I hadn't thought of to upend the path. At that point I just roll with it. Contrivances are basically excuses. This thing (that I want to happen) happens because (contrivance) even though it's unlikely to happen. If the players aren't biting and do their own thing you just put more adventure in their path. Grab the MM, open to a random page and grab some dice.</p><p></p><p>So you decide to wait out the storm in port rather. As you're in the bar downing a few pints a...uh...tarrasque shows up...</p><p></p><p>The life of an adventurer should be absurdly exciting: filled with freakish occurrences, bizarre coincidences and outlandish improbabilities. When you tell your tales at Ye Olde Retirement Home no one should believe them. But they're true. Every last one of them.</p></blockquote><p></p>
[QUOTE="Rod Staffwand, post: 6961412, member: 6776279"] It's hard to tell a rollicking good yarn without contrivances. DMs should be shameless in arranging matters for the most dramatic impact. I like to give my players free reign to go and do what they want. They can pick their quests and goals based on what they feel is most important or most interesting to them. However, once they settle on something all sorts of craziness begins to happen. If they decide to go after the Sword of Ultimate Toenail Clipping it just so happens that the Evil Dark Evildoers are simultaneously sending their own agents after it as well. Would the Evil Dark Evildoers be going after the sword if the PCs didn't start that plotline? Nope. They're only around to serve as antagonists for this adventure. If the PCs aren't on this adventure they're not needed. Then they get to the Great Toe Vault and find that its slowly sinking beneath the muck of Fungus Swamp and they only have 48 hours to get the sword and get out. Would the vault be sinking if the PCs didn't start the plotline. Nope. It's been waiting around to start sinking when the PCs show up. If the PCs go on a voyage will they run into the worst storm in a century? Of course. Will the only treasure map to the fabled riches of ancient Fimdandoon fall into the PCs hands? Yep. Will the PCs happen to stumble open the death of their kindly old mentor just to see the assassin escape through a window? You got it. If I think it'll be cool to send the PCs on a two-month trek through the desert, I'll start them off already on route with reasons why alternate travels methods aren't working. Or perhaps say a soothsayer or divine vision warned them off the other routes. Then I'll get on with the really cool desert travel stuff I prepped. Players, being players, will occasionally still not bite on really dramatic in-your-face hooks and pull out some trick or stunt I hadn't thought of to upend the path. At that point I just roll with it. Contrivances are basically excuses. This thing (that I want to happen) happens because (contrivance) even though it's unlikely to happen. If the players aren't biting and do their own thing you just put more adventure in their path. Grab the MM, open to a random page and grab some dice. So you decide to wait out the storm in port rather. As you're in the bar downing a few pints a...uh...tarrasque shows up... The life of an adventurer should be absurdly exciting: filled with freakish occurrences, bizarre coincidences and outlandish improbabilities. When you tell your tales at Ye Olde Retirement Home no one should believe them. But they're true. Every last one of them. [/QUOTE]
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