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General Tabletop Discussion
*Dungeons & Dragons
The importance to "story" of contrivance
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<blockquote data-quote="Jeremy E Grenemyer" data-source="post: 6963205" data-attributes="member: 12388"><p>I don't like the word "contrivance" because--to me--it has a negative connotation. It's one step away from words like "excuse", and there's not much fun to be had from thinking that way when I am planning for a campaign. </p><p></p><p>For DMs that are just starting out, or that are breaking away from published adventures and scripting their own adventure arcs, the only way to learn how to create event sequences that lead from A to B to C (where C is a fun/interesting outcome) is by playing the game and seeing what works. </p><p></p><p>What I have learned over the last thirty-plus years at the gaming table is to not rely on a preset sequence of events. This does not mean I don't plot my adventures--of course I do that. What it means is that I try to assign a good portion of my mental bandwidth to thinking about what the NPCs and monsters that are in the same orbit as the players are doing. </p><p></p><p>And that means thinking about what the NPCs are doing in response to each other and the campaign world in general, and not solely about their reactions to player activity. </p><p></p><p>The payoff comes when events unfold in my campaigns that seem natural and not forced. Also when players make spontaneous decisions that later appear inspired once an encounter or adventure is over--and these are the things players remember and talk about in the months and years to come. </p><p></p><p>The trick is to keep NPCs/intelligent monsters simple. Sure, write up a long and detailed backstory if you must, but follow the advice in the 5E DMG and boil your NPCs down to a few basic motivations, and then stick to them during play no matter what. </p><p></p><p>Your players will love you for it.</p></blockquote><p></p>
[QUOTE="Jeremy E Grenemyer, post: 6963205, member: 12388"] I don't like the word "contrivance" because--to me--it has a negative connotation. It's one step away from words like "excuse", and there's not much fun to be had from thinking that way when I am planning for a campaign. For DMs that are just starting out, or that are breaking away from published adventures and scripting their own adventure arcs, the only way to learn how to create event sequences that lead from A to B to C (where C is a fun/interesting outcome) is by playing the game and seeing what works. What I have learned over the last thirty-plus years at the gaming table is to not rely on a preset sequence of events. This does not mean I don't plot my adventures--of course I do that. What it means is that I try to assign a good portion of my mental bandwidth to thinking about what the NPCs and monsters that are in the same orbit as the players are doing. And that means thinking about what the NPCs are doing in response to each other and the campaign world in general, and not solely about their reactions to player activity. The payoff comes when events unfold in my campaigns that seem natural and not forced. Also when players make spontaneous decisions that later appear inspired once an encounter or adventure is over--and these are the things players remember and talk about in the months and years to come. The trick is to keep NPCs/intelligent monsters simple. Sure, write up a long and detailed backstory if you must, but follow the advice in the 5E DMG and boil your NPCs down to a few basic motivations, and then stick to them during play no matter what. Your players will love you for it. [/QUOTE]
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