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
*TTRPGs General
What's Wrong with 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="Majoru Oakheart" data-source="post: 4632339" data-attributes="member: 5143"><p>I was simply responding to the fact that someone suggested it was a good idea to wrap up your session whenever someone goes off rail in order to come up with a new adventure so you didn't have to fly by the seat of your pants. I was suggesting that my players would not appreciate ending the session every time they did something I didn't expect. I agree with you on this one.</p><p></p><p></p><p>Well, the one example is, let's say you spent a couple of hours drawing the Caves of the Unknown. There are nearly 30 planned encounters in various rooms around the Caves. Every 7-10 encounters you expect the PCs to gain a level, making them 3 or 4 levels higher when they leave the Caves than when they enter them. Also, while in the Caves, you expect them to find a clue to the origin of the BBEG that will lead them to a different town than they originally set out to find(since the first town was actually a red herring designed to get them to enter the Caves).</p><p></p><p>All the encounters you have designed for the Caves are crafted around the rooms they are in(monsters with push and pull powers with pits, fire resistant monsters in rooms with lava, kobolds in rooms filled with traps, etc). If the players decide not to go into the Caves, then pretty much all of that needs to be thrown out. You certainly might be able to reuse the Caves by having someone direct them to the Caves of the Slightly Less Unknown and continuing from there, but if they didn't want to enter one set of caves, you'll need to work hard to get them into another. If they are intent on walking around the mountain in order to avoid going into the caves, there's really nothing you can do. You need to write up another adventure.</p><p></p><p>This is one of the reasons I don't like to plan out my game more than a session in advance. I'm also pretty lazy and hate doing prep work. I especially hate doing prep work because my players decided to go somewhere I didn't expect. Which is why I run mostly purchased adventures, since they do the work for me.</p><p> </p><p></p><p>I agree. I just like tightly crafted stories. They are more interesting and more challenging. Nothing bothers me more as a player than going into a battle that you can tell the DM just came up with on the fly. A battle with some goblins on a flat plane with no terrain is no fun. A battle with goblins who are hiding in trees with a leader than enhances the rest of their abilities, with an artillery hiding behind cover while the soldiers stand up front is much more fun.</p><p></p><p>That sort of thing CAN be done on the fly, but it isn't easy to make it work with very little notice.</p><p></p><p>I also like stories that make sense. If the BBEG doesn't even know the town they are in exists and they decide not to head into the Caves like I expected, then simply nothing happens. They spend their lives for the next couple of years doing nothing interesting in the town. They don't have any adventures. If they decide to head around the mountain instead of going in, they don't gain the clue or levels I expected them to, they never figure out the clue they need to defeat the BBEG and they fail. I leave the choice in my player's hands, but there often is a choice that is "the best".</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 4632339, member: 5143"] I was simply responding to the fact that someone suggested it was a good idea to wrap up your session whenever someone goes off rail in order to come up with a new adventure so you didn't have to fly by the seat of your pants. I was suggesting that my players would not appreciate ending the session every time they did something I didn't expect. I agree with you on this one. Well, the one example is, let's say you spent a couple of hours drawing the Caves of the Unknown. There are nearly 30 planned encounters in various rooms around the Caves. Every 7-10 encounters you expect the PCs to gain a level, making them 3 or 4 levels higher when they leave the Caves than when they enter them. Also, while in the Caves, you expect them to find a clue to the origin of the BBEG that will lead them to a different town than they originally set out to find(since the first town was actually a red herring designed to get them to enter the Caves). All the encounters you have designed for the Caves are crafted around the rooms they are in(monsters with push and pull powers with pits, fire resistant monsters in rooms with lava, kobolds in rooms filled with traps, etc). If the players decide not to go into the Caves, then pretty much all of that needs to be thrown out. You certainly might be able to reuse the Caves by having someone direct them to the Caves of the Slightly Less Unknown and continuing from there, but if they didn't want to enter one set of caves, you'll need to work hard to get them into another. If they are intent on walking around the mountain in order to avoid going into the caves, there's really nothing you can do. You need to write up another adventure. This is one of the reasons I don't like to plan out my game more than a session in advance. I'm also pretty lazy and hate doing prep work. I especially hate doing prep work because my players decided to go somewhere I didn't expect. Which is why I run mostly purchased adventures, since they do the work for me. I agree. I just like tightly crafted stories. They are more interesting and more challenging. Nothing bothers me more as a player than going into a battle that you can tell the DM just came up with on the fly. A battle with some goblins on a flat plane with no terrain is no fun. A battle with goblins who are hiding in trees with a leader than enhances the rest of their abilities, with an artillery hiding behind cover while the soldiers stand up front is much more fun. That sort of thing CAN be done on the fly, but it isn't easy to make it work with very little notice. I also like stories that make sense. If the BBEG doesn't even know the town they are in exists and they decide not to head into the Caves like I expected, then simply nothing happens. They spend their lives for the next couple of years doing nothing interesting in the town. They don't have any adventures. If they decide to head around the mountain instead of going in, they don't gain the clue or levels I expected them to, they never figure out the clue they need to defeat the BBEG and they fail. I leave the choice in my player's hands, but there often is a choice that is "the best". [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What's Wrong with the Railroad?
Top