TheSword
Legend
A poll here spun off from the Who buys Modules thread.
I’m interested to know what expectations players have of their DMs. Rather than what DMs think they should have to do (or not have to do)
For reference the four grading are
Extensive detail - the level described in a very detailed campaign/module or a regular module where the DM has gone through - tailored to their party and filled gaps. There is little randomness or what is has been curated to specific encounter tables for that location and the majority of encounters are detailed. Maps are mapped, NPCs are fully realised and detailed. They have agendas and events will transpire unless PCs intervene. Clues and foreshadowing are liberally spread throughout. Players will have to give warning at least a session in advance of their intended next course if it isn’t clear and will need to cleave pretty closely to the prepared campaign area.
Salient detail - The level of details as found in a typical 5e/Paizo campaign/module. Areas are detailed but there are gaps. There are potential encounters and events detailed. Many NPCs and foes will be stat block only or refer to a stat block and further details are left for the DM to improvise. Same for location details. Future events are planned out assuming NPCs are free to enact them. Some of these events are foreshadowed and some clues can be found. Players can go off in unexpected directions but it will likely require a session or two foreword thinking.
Minimal detail - The level of certain rare sparse modules. Where little more is provided than an outline, some headlines of an encounter and a rough idea of what foes and NPCs will be found. Descriptions of locations are likely to be an overview. Most NPC/foe details will be winged on the fly. As will treasure. Players can go in most sane directions without notice and the DM will likely have a enough to fill a session. There is likely to be little forward thinking of events and relatively few clues. There may be quite a lot of procedurally generated information to fill the gaps.
No detail - the game is entirely dependent on what the players want to do. The world is your oyster but it will all be made up as you go. Encounter charts out of the PHB/DMG.
If there are other grades I’ve missed off - spread the word.
I’ve deliberated put General D&D so this doesn’t get derailed by games systems that are purely improvisational and have that as their central theme. They’re not relevant here.
I’m interested to know what expectations players have of their DMs. Rather than what DMs think they should have to do (or not have to do)
For reference the four grading are
Extensive detail - the level described in a very detailed campaign/module or a regular module where the DM has gone through - tailored to their party and filled gaps. There is little randomness or what is has been curated to specific encounter tables for that location and the majority of encounters are detailed. Maps are mapped, NPCs are fully realised and detailed. They have agendas and events will transpire unless PCs intervene. Clues and foreshadowing are liberally spread throughout. Players will have to give warning at least a session in advance of their intended next course if it isn’t clear and will need to cleave pretty closely to the prepared campaign area.
Salient detail - The level of details as found in a typical 5e/Paizo campaign/module. Areas are detailed but there are gaps. There are potential encounters and events detailed. Many NPCs and foes will be stat block only or refer to a stat block and further details are left for the DM to improvise. Same for location details. Future events are planned out assuming NPCs are free to enact them. Some of these events are foreshadowed and some clues can be found. Players can go off in unexpected directions but it will likely require a session or two foreword thinking.
Minimal detail - The level of certain rare sparse modules. Where little more is provided than an outline, some headlines of an encounter and a rough idea of what foes and NPCs will be found. Descriptions of locations are likely to be an overview. Most NPC/foe details will be winged on the fly. As will treasure. Players can go in most sane directions without notice and the DM will likely have a enough to fill a session. There is likely to be little forward thinking of events and relatively few clues. There may be quite a lot of procedurally generated information to fill the gaps.
No detail - the game is entirely dependent on what the players want to do. The world is your oyster but it will all be made up as you go. Encounter charts out of the PHB/DMG.
If there are other grades I’ve missed off - spread the word.
I’ve deliberated put General D&D so this doesn’t get derailed by games systems that are purely improvisational and have that as their central theme. They’re not relevant here.