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
What a great storytelling DM looks like
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="Janx" data-source="post: 5082938" data-attributes="member: 8835"><p>Alright, this is actual a pretty straightforward request. You want examples.</p><p></p><p>Bear in mind, I think we have different definitions of railroad. To me it is a very specific per encounter very bad DM behavior where the DM actively negates playr choices.</p><p></p><p>But let's see if I can come up with a bit more (which actually I had referred to a few techniques already).</p><p></p><p>Technique:</p><p>Establish a sense of urgency in combat:</p><p>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.</p><p></p><p>Establish a sense of urgency outside of combat:</p><p>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.</p><p>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.</p><p>Setting a deadline (as in something will happen in x amount of time, if you let it)</p><p></p><p>Use Chekov's Gun/Foreshadowing:</p><p>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.</p><p></p><p>Cut to the chase:</p><p>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.</p><p></p><p>Real action films have less fights than a D&D game:</p><p>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.</p><p></p><p>All roads lead to Rome</p><p>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.</p><p></p><p>Make it personal.</p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Janx, post: 5082938, member: 8835"] Alright, this is actual a pretty straightforward request. You want examples. Bear in mind, I think we have different definitions of railroad. To me it is a very specific per encounter very bad DM behavior where the DM actively negates playr choices. But let's see if I can come up with a bit more (which actually I had referred to a few techniques already). Technique: 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. 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What a great storytelling DM looks like
Top