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
*Dungeons & Dragons
The Player End Game Problem
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="jgsugden" data-source="post: 9023633" data-attributes="member: 2629"><p>I laid that out in my post. The DM would listen to the plans the player provided during the early phases, set things in motion, and then respond to whatever the players throw at the situation. If the Elven Princess wants to wait in her room until the chance for the meeting with the Human King - no problem. Have the King respond as they would based upon what you put in place. Then continue on without trying to force the player to play by your script. </p><p></p><p>If the player asks, "Why can't I see the King yet?", then say, "You're not sure. You made the request, they asked you to wait for the King, and you're still where they asked you to wait and nobody has come back to you yet. How long do you wish to wait there? Do you want to do anything while you wait?" Then ask the other PCs what they want to do. Continue to move the story along without considering it a problem that the player is no longer on the path the DM originally intended. In the OP, the suggested responses to the situation seem to be aimed at forcing the players to do what the DM anticipated they'd do. Look at the original post and consider what options the DM would consider his "normal responses":</p><p></p><p>1.) Contriving an illness to the King to frustrate the player's purpose and put things back on the DM's timeline, </p><p>2.) Just tell the group that their side loses without any type of role playing or reason for that resolution, </p><p>3.) Abuse the DM power to just kill the PC, or </p><p>4.) Just talk to the player, which is anathema to the DM. </p><p></p><p>The DM sees only two options: The player is clueless, or lied. He doesn't see the possibility that the player had an idea before the campaign, then started playing and reacting to the world around him, and then pushed forward a different scenario than originally anticipated. </p><p></p><p>This is the same core problem that differentiates a good adventure path from a bad one. In a good one, the author of the adventure anticipates that the PCs might go off of the main script and will provide the DM with multiple paths to incentivize the PCs towards goals so that the PCs are very likely to walk the path of the adventure. Bad ones say things like, "If the PCs leave the trail, have fierce storms assault them until they get back on it", or "When the PCs talk to the merchant, the merchant will dislike them and send them away." They dictate a single path and give the PCs no chance to be inventive, creative or self-determinative. Here, the DM has a path in mind for how to resolve the adventure and is not letting the players explore other options for how to move the story forward.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 9023633, member: 2629"] I laid that out in my post. The DM would listen to the plans the player provided during the early phases, set things in motion, and then respond to whatever the players throw at the situation. If the Elven Princess wants to wait in her room until the chance for the meeting with the Human King - no problem. Have the King respond as they would based upon what you put in place. Then continue on without trying to force the player to play by your script. If the player asks, "Why can't I see the King yet?", then say, "You're not sure. You made the request, they asked you to wait for the King, and you're still where they asked you to wait and nobody has come back to you yet. How long do you wish to wait there? Do you want to do anything while you wait?" Then ask the other PCs what they want to do. Continue to move the story along without considering it a problem that the player is no longer on the path the DM originally intended. In the OP, the suggested responses to the situation seem to be aimed at forcing the players to do what the DM anticipated they'd do. Look at the original post and consider what options the DM would consider his "normal responses": 1.) Contriving an illness to the King to frustrate the player's purpose and put things back on the DM's timeline, 2.) Just tell the group that their side loses without any type of role playing or reason for that resolution, 3.) Abuse the DM power to just kill the PC, or 4.) Just talk to the player, which is anathema to the DM. The DM sees only two options: The player is clueless, or lied. He doesn't see the possibility that the player had an idea before the campaign, then started playing and reacting to the world around him, and then pushed forward a different scenario than originally anticipated. This is the same core problem that differentiates a good adventure path from a bad one. In a good one, the author of the adventure anticipates that the PCs might go off of the main script and will provide the DM with multiple paths to incentivize the PCs towards goals so that the PCs are very likely to walk the path of the adventure. Bad ones say things like, "If the PCs leave the trail, have fierce storms assault them until they get back on it", or "When the PCs talk to the merchant, the merchant will dislike them and send them away." They dictate a single path and give the PCs no chance to be inventive, creative or self-determinative. Here, the DM has a path in mind for how to resolve the adventure and is not letting the players explore other options for how to move the story forward. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
The Player End Game Problem
Top