TarionzCousin
Second Most Angelic Devil Ever
Thoughtful, articulate, and above all else: dedicated to his game.
Pretty much like this:
Pretty much like this:

Establish a sense of urgency in combat:
real combat is quick and choppy. Rushed. Each action is NOT optimized and planned for 10 minutes. I have a blog article on making combat faster. Read that, use it, those are the methods.
Establish a sense of urgency outside of combat:
If the PCs are in a situation where they should feel rushed, because they don't have all night, you should bring in game elements to remind them of that. wandering monsters are a good tool (or any patrol), when the party is in hostile territory and dithering on taking action, when in reality, they would get noticed. If you let the PCs sit in a populated dungeon, in a room and plan for 4 hours, they will not feel like they need to hurry and decide. If they know (because they hear footsteps, or have encountered previously) that reinforcements could come any minute, they will hurry up. Setting a deadline (as in something will happen in x amount of time, if you let it)
Use Chekov's Gun/Foreshadowing:
If you've got some item or spell that would help defeat the BBEG, make sure it appears in the early part of the adventure (before they really set off to defeat him). This is actually a clue, you're giving them as to one way to beat the bad guy. Don't be too obvious, watch just about any sci-fi show, and you'll see the new trick used early in the episode for something harmless, and later on, it gets used to save the day. That's checkov's gun.
Cut to the chase:
if the 100 mile trip to somewhere cool is just a bunch of random encounters along the way, skip it. Just say "four days later, you arrive" Save game time for the cool scenes that advance the story.
Real action films have less fights than a D&D game:
Cut back on the meaningless fights. Instead, make them tougher. D&D takes a long time to play, compared to watching a movie or TV show. You can't model them exactly, but you can scale back the meaningless fights, to get to just the good ones. Don't pass over them, just don't make so many extra monsters waiting to be attacked. Stock up on action film DVDs and start taking notes. How many fights were there? You'll get a sense of the average count.
All roads lead to Rome
By all means, don't actually do this literally. If the BBEG is south, and the PCs go north, they leave the BBEG far behind. But what you can do, is have the BBEG embroiled in a number of things, that happen to intersect the PCs. This gives multiple vectors for the PCs to pick up on the BBEG and decide to deal with him.
Make it personal.
Whether by chance or intention, the BBEG does something that affects the PCs or their interests. Otherwise, there is less chance the PCs will care to get involved. There are stories where the protagonist just happens to involve themselves in somebody else's problems, but most of that died out in the 80's (unless it was their job). The players, being egocentric, will also appreciate stuf that is about them.
Thoughtful, articulate, and above all else: dedicated to his game.
Pretty much like this:
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Unless players can find reasons to play other than to win, IF will not escape the literary ghettos of genre fiction. Even some traditional traditional-genre stories would lose their charm under the imposition of a different character; imagine The Hobbit with a self-confident and aggressive Bilbo Baggins, or an interactive Father Brown mystery played by a Humphrey Bogart fan.
In particular, truly tragic fiction might never work in IF. I'm not referring to 'tragedies' such as Hamlet, which are melely sad. I'm referring to works such as 1984, Brave New World, Lord of the Flies, Heart of Darkness or Deliverance, in which it is dramatically necessary for the main character to be psychically crushed. The IF player might feel that giving them the freedom to choose how to act had been a cruel farce.
One way to keep players from identifying too closely with the protagonist might be to have them interact with several characters. They might change viewpoints, or might simply have a display panel with a point-and click interface controlling the emotional response of each character (level of anger, contentment, fear, urgency, etc.) and see how the story unfolds. But this defeats the intimacy of IF.
For me, that's a hallmark of the D&D game as a game. Or at least it used to be. The vogue in recent years has been to strip away consequences, to proclaim them "not fun".Piratecat said:And for me, that's a hallmark of storytelling in games: consequences. Actions should have consequences. Good or bad, small or huge, what the PCs do should make ripples in the world, and they should eventually see signs of this.
Sure, and Gygax said quite a bit in the 1st ed. DMG -- which I'm pretty sure P&P has taken to heart!Janx said:That's just a few techniques. There's more, and there's variations, and there's more to be said to refine what I said.
The story-telling proponents say that they aren't advocating railroading. Fine. But I don't understand what they ARE advocating. I ask for in-game examples and I tend to get the following...
A. You can't railroad the willing. They aren't advocating railroading so much as advocating playing with players who don't care.
B. Illusionism. Rail-road really carefully and hopefully your players won't notice.
C. Funny voices and florid description. As in the initial post of this thread, which have nothing to do with the sand-box/story (or re-active/pro-active, if you prefer) debate.
This is a presentation technique that's independent of the sandbox/not-a-sandbox issue.
That's the crux of NOT railroading. It's not about what you got written down, it's about changing the game according to the players choices. Recycling what material you can, but ultimately letting the party deal with consequences. A railroading DM would take my roadmap, and force the players down it.
This is why I feel an AdventurePath isn't a railroad. The DM is. No plan survives contact with the enemy. A railroad DM forgets this rule, and forces the players to stick to the documented plan.
For me, that's a hallmark of the D&D game as a game. Or at least it used to be. The vogue in recent years has been to strip away consequences, to proclaim them "not fun".
Yeah, I'm not seeing the "storytelling" here, just evocative descriptions and a sense of what the npcs are doing.Which, to me, is the hallmark of a traditional D&D campaign. The players act and the environment responds. Go back to your copy of B2 and read the section where Gygax writes about what should happen should the pcs clear out a section of the Caves. That's classic dungeon-delving, "hack and slash" neanderthal D&D, which supposedly is the anathema of "modern, enlightened, story-oriented rpging."
No one who's advocating "sand boxing" is advocating a static game world that snaps back into place once the pcs have left. That's actually contrary to the whole point of giving the players control. You want them to ambitiously pursue their own goals and affect the world in some way.