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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
The Sandbox and the Railroad
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="Lanefan" data-source="post: 7476031" data-attributes="member: 29398"><p>To a point, yes.</p><p></p><p>Ideally - and of course ideals never survive first contact with anything - it would work like this: the starting-out PCs learn of a bunch of possible adventures or things to do and then go out and do a few of them. During these some common elements or threads might appear, which I-as-DM can then jump on and expand into behind-the-scenes stories. These stories may or may not ever become relevant, based on what the PCs end up doing and-or what piques the players' interests.</p><p></p><p>A hypothetical example:</p><p> - PCs start out, and end up in Keep on the Borderlands. Here they meet and defeat some cultists, among many other things; and encounter Hobgoblins. The PCs get paranoid about the cultists.</p><p> - their next adventure takes them into the hills after an old ruined temple that's showing signs of life again, as they (correctly, as it turns out) fear it might be another branch of the same cultists getting started. While here they stumble on to some odd hints and clues regarding something they can't figure out - yet.</p><p> - they then decide to change tack before the cultists can find them and retaliate, and head down the coast to deal with some troglodytes attacking a village: you get to run U1 or something similar. While here they notice something odd about the village but the trogs keep 'em too busy to do anything about it, and then the PCs/players forget about it and leave once the trogs are done.</p><p> - now their attention turns to an island just offshore; they head that way and soon find themselves in Secret of Bone Hill. Here they trip over some information on what's behind the cultists via questioning the skeleton chained to the post, and also get some more strange hints that might relate to what they found in the temple a few adventures back........ etc., etc.</p><p></p><p>So after only four adventures you've already got the cultist angle, the strange village, and the obscure hints as potential larger stories. None of these are necessarily related behind the scenes: the cultists are part of a growing underground movement of fanatics that if not curtailed will in the long run become a problem for all decent realms; the strange village is a gateway to a whole bunch of Lovecraftian stuff (which the trogs oppose, that's why they were attacking the village!); and the obscure hints are pointing toward a long-term story involving ancient Hobgoblins (modern ones of which were met in adventure 1) and their possible return to power.</p><p></p><p>It's all a matter of taking what the adventures collectively give you and running with it.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7476031, member: 29398"] To a point, yes. Ideally - and of course ideals never survive first contact with anything - it would work like this: the starting-out PCs learn of a bunch of possible adventures or things to do and then go out and do a few of them. During these some common elements or threads might appear, which I-as-DM can then jump on and expand into behind-the-scenes stories. These stories may or may not ever become relevant, based on what the PCs end up doing and-or what piques the players' interests. A hypothetical example: - PCs start out, and end up in Keep on the Borderlands. Here they meet and defeat some cultists, among many other things; and encounter Hobgoblins. The PCs get paranoid about the cultists. - their next adventure takes them into the hills after an old ruined temple that's showing signs of life again, as they (correctly, as it turns out) fear it might be another branch of the same cultists getting started. While here they stumble on to some odd hints and clues regarding something they can't figure out - yet. - they then decide to change tack before the cultists can find them and retaliate, and head down the coast to deal with some troglodytes attacking a village: you get to run U1 or something similar. While here they notice something odd about the village but the trogs keep 'em too busy to do anything about it, and then the PCs/players forget about it and leave once the trogs are done. - now their attention turns to an island just offshore; they head that way and soon find themselves in Secret of Bone Hill. Here they trip over some information on what's behind the cultists via questioning the skeleton chained to the post, and also get some more strange hints that might relate to what they found in the temple a few adventures back........ etc., etc. So after only four adventures you've already got the cultist angle, the strange village, and the obscure hints as potential larger stories. None of these are necessarily related behind the scenes: the cultists are part of a growing underground movement of fanatics that if not curtailed will in the long run become a problem for all decent realms; the strange village is a gateway to a whole bunch of Lovecraftian stuff (which the trogs oppose, that's why they were attacking the village!); and the obscure hints are pointing toward a long-term story involving ancient Hobgoblins (modern ones of which were met in adventure 1) and their possible return to power. It's all a matter of taking what the adventures collectively give you and running with it. Lanefan [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The Sandbox and the Railroad
Top