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
Why we like plot: Our Job as DMs
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: 4994097" data-attributes="member: 8835"><p>As usual CR hit on a point I was going to make.</p><p></p><p>As a DM, I typically expect the players to win every combat encounter, and to "win" the adventure. Not because I "let" them. But because that's the default assumption. Players do stuff or try new tactics, until they are successful.</p><p></p><p>The encounters are usually scaled to the party level, which means, on some level, the party is expected to win. There's always variance in what it takes to win, and the party's status after winning.</p><p></p><p>In the same vein, if you run a murder mystery plot, there is an expected path. PCs get involved with murder investigation. PCs follow clues. PCs confront murderer. There's a whole bunch of variance that can happen in there AND follow that chain of events. There's also the possibility of NOT making it to the end confrontation. But generally, you start with a basic path, and ad-lib the changes as you go.</p><p></p><p>Why? Because it is easier to plan on a basic obvious path than to plan on all possible paths and outcomes. Plus, since no plan survives contact with the enemy, you'd be wasting your time over-planning elements that won't be used.</p><p></p><p>The elements you use to write your murder adventure will include clues, NPCs, a villain, and some locations. As the PCs wander around your "plot", you'll have to shift these elements to keep up with the party's choices, to give them an outcome, as befits their choices.</p><p></p><p>This is no different than on the DM's turn during combat, he looks at how many orcs he has left, where they are in relation to the party, and gives them actions to continue the combat to an outcome that befits the party's choices.</p><p></p><p>Basically, just because I wrote an ambush encounter with 5 orcs that I expected the party to deal with and continue on their quest, doesn't mean the most obvious outcome will happen. I use the bits I have to make each round make sense relative to what has occurred. That may even mean having to orcs capture rather than kill the party because I was on the cusp of a TPK in what should have been an easy encounter, due to good rolls on my part, and bad rolls for the players.</p><p></p><p>Likewise, in my murder mystery, I use all the elements I wrote up to keep the investigation the PCs are actively pursuing in motion. That means moving things along with some new events if the game gets bogged down due to confusion. it may mean shifting things entirely if the PCs go down a new direction. Since you can't have a murder mystery without a killer and some clues, you've got to have a plan of how the basic path works out.</p><p></p><p>This in turn does not make it a railroad. It is simply running the game. Which since the dawn of RPG time, has been what GMs are expected to do. And since a number of us are able to run a game using these methods, without making it a railroad, and making it a challenge and not a "freebie feel-good" ride, all these arguments about railroading are...off track.</p></blockquote><p></p>
[QUOTE="Janx, post: 4994097, member: 8835"] As usual CR hit on a point I was going to make. As a DM, I typically expect the players to win every combat encounter, and to "win" the adventure. Not because I "let" them. But because that's the default assumption. Players do stuff or try new tactics, until they are successful. The encounters are usually scaled to the party level, which means, on some level, the party is expected to win. There's always variance in what it takes to win, and the party's status after winning. In the same vein, if you run a murder mystery plot, there is an expected path. PCs get involved with murder investigation. PCs follow clues. PCs confront murderer. There's a whole bunch of variance that can happen in there AND follow that chain of events. There's also the possibility of NOT making it to the end confrontation. But generally, you start with a basic path, and ad-lib the changes as you go. Why? Because it is easier to plan on a basic obvious path than to plan on all possible paths and outcomes. Plus, since no plan survives contact with the enemy, you'd be wasting your time over-planning elements that won't be used. The elements you use to write your murder adventure will include clues, NPCs, a villain, and some locations. As the PCs wander around your "plot", you'll have to shift these elements to keep up with the party's choices, to give them an outcome, as befits their choices. This is no different than on the DM's turn during combat, he looks at how many orcs he has left, where they are in relation to the party, and gives them actions to continue the combat to an outcome that befits the party's choices. Basically, just because I wrote an ambush encounter with 5 orcs that I expected the party to deal with and continue on their quest, doesn't mean the most obvious outcome will happen. I use the bits I have to make each round make sense relative to what has occurred. That may even mean having to orcs capture rather than kill the party because I was on the cusp of a TPK in what should have been an easy encounter, due to good rolls on my part, and bad rolls for the players. Likewise, in my murder mystery, I use all the elements I wrote up to keep the investigation the PCs are actively pursuing in motion. That means moving things along with some new events if the game gets bogged down due to confusion. it may mean shifting things entirely if the PCs go down a new direction. Since you can't have a murder mystery without a killer and some clues, you've got to have a plan of how the basic path works out. This in turn does not make it a railroad. It is simply running the game. Which since the dawn of RPG time, has been what GMs are expected to do. And since a number of us are able to run a game using these methods, without making it a railroad, and making it a challenge and not a "freebie feel-good" ride, all these arguments about railroading are...off track. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why we like plot: Our Job as DMs
Top