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ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
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When Player Driven Adventures Don't Pan Out
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<blockquote data-quote="djotaku" data-source="post: 9878080" data-attributes="member: 7054471"><p>I remember reading this when it first was written, but in my quick perusal, it looks like I didn't make a reply back then. </p><p></p><p>Throwing in my 2 cents: if you look at pretty much any movie or book (or even the lives of most humans) - most people most of the time are reacting. The hobbits don't want to adventure - they're forced to adventure. Luke wants to leave tattoine, but what is he actually doing about it other than whining to his aunt and uncle? It's the war coming to his planet that forces his hand. Even adventurers - they aren't just doing w/e. They find a job on a job board or they are hired by an organization or something like that. </p><p></p><p>So I don't think that player-driven makes sense in the most absolute definition of the term. If you're level 1 - why do you want to leave the safety of your home/village? If you're level 12 - why not just sit on your hoard of gold and buy some small town? Or hire smaller level adventurers to do the work for you? The world still needs to be in upheaval or there need to be compelling jobs on the job boards or the king needs to hire the players. I think where "player-driven" actually makes sense is to say that your campaign is not linear/on-rails. The world is broken in 3 different ways and the players get to choose which one they listen to. IN FACT, Kobold Press' Monster Vault 2 has this concept called Monster Bundles. It's genius and I want to see it ported to more TTRPGs (so that the companies come up with the lists instead of me)</p><p></p><p>So here's how the Monster bundles work. There's a theme. The book has the following examples: Age of Giants, Arch-Devil's Retribution, Confrontation of Titans, Cult of Rot, and 12 more. Each bundle has monsters that go together and there's a frame story around what they are doing. Then it says, if your group is Tier 1 when you stumble into this plot - these are the enemies you face. If you're Tier 2, THESE are the enemies you face. Up to Tier 4. But here's where things get AWESOME. As the GM you pick 3 bundles. The players can only deal with one at a time. So if they pick bundle A, bundles B and C proceed to their Tier 2 plots. (it's a living world! You didn't deal with some threats so now they're bigger!!). You repeat that again - the players can deal with B or C. C goes to the Tier 3 plot. So there are consequences to their choices. It's player driven, but there's always some bad guys doing bad guy stuff to motivate them to action.</p></blockquote><p></p>
[QUOTE="djotaku, post: 9878080, member: 7054471"] I remember reading this when it first was written, but in my quick perusal, it looks like I didn't make a reply back then. Throwing in my 2 cents: if you look at pretty much any movie or book (or even the lives of most humans) - most people most of the time are reacting. The hobbits don't want to adventure - they're forced to adventure. Luke wants to leave tattoine, but what is he actually doing about it other than whining to his aunt and uncle? It's the war coming to his planet that forces his hand. Even adventurers - they aren't just doing w/e. They find a job on a job board or they are hired by an organization or something like that. So I don't think that player-driven makes sense in the most absolute definition of the term. If you're level 1 - why do you want to leave the safety of your home/village? If you're level 12 - why not just sit on your hoard of gold and buy some small town? Or hire smaller level adventurers to do the work for you? The world still needs to be in upheaval or there need to be compelling jobs on the job boards or the king needs to hire the players. I think where "player-driven" actually makes sense is to say that your campaign is not linear/on-rails. The world is broken in 3 different ways and the players get to choose which one they listen to. IN FACT, Kobold Press' Monster Vault 2 has this concept called Monster Bundles. It's genius and I want to see it ported to more TTRPGs (so that the companies come up with the lists instead of me) So here's how the Monster bundles work. There's a theme. The book has the following examples: Age of Giants, Arch-Devil's Retribution, Confrontation of Titans, Cult of Rot, and 12 more. Each bundle has monsters that go together and there's a frame story around what they are doing. Then it says, if your group is Tier 1 when you stumble into this plot - these are the enemies you face. If you're Tier 2, THESE are the enemies you face. Up to Tier 4. But here's where things get AWESOME. As the GM you pick 3 bundles. The players can only deal with one at a time. So if they pick bundle A, bundles B and C proceed to their Tier 2 plots. (it's a living world! You didn't deal with some threats so now they're bigger!!). You repeat that again - the players can deal with B or C. C goes to the Tier 3 plot. So there are consequences to their choices. It's player driven, but there's always some bad guys doing bad guy stuff to motivate them to action. [/QUOTE]
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