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: 5007702" data-attributes="member: 8835"><p>As I apparently didn't clearly state it, I make a plot that the PCs WILL be interested in. After the first session, all subsequent sessions are based on feedback from the players on exactly what they planned to do based on the outcome of the last session.</p><p></p><p>Therefore, when I say the players are invested in a plot, or are following a plot, the players have chosen to go do it.</p><p></p><p>Based on that, what seems to not be getting through to some of you, is that when the party has CHOSEN to race to ThereVille to stop the villain, they are locked in. Not by chains or DM fiat, but by virtue of the priority of their chosen goal.</p><p></p><p>A cat will almost always blink when struck with a hammer. A paladin will almost always volunteer to rescue the princess.</p><p></p><p>Few of us wake up and decide to skip going to work and go to the museum. Few of us decide to take a side trek to Iowa to explore it while driving to the mall. People are predictable and people tend to take actions that move them closer to their goal.</p><p></p><p>Once you decide to go save the princess, barring a change, a rational party will continue to make choices that lead to that goal. All other options that don't lead to chosen goals are nullified as choices.</p><p></p><p>This is the effect I'm talking about. If you're playing a sandbox where nothing really matters, then of course, your players are free to choose anything. But then, none of it really matters, not even to the PCs.</p><p></p><p>I run a game where the world has stuff happening, and the PCs get caught up in it. Some of what happens is because of what NPCs are doing, some of it happens because of what PCs are doing. If the PCs are passive, the NPCs start doing more until the PCs get motivated. If the PCs are active, they'll drive events in the game, forcing NPCs to react.</p><p></p><p>I also don't run a game for evil NPCs. Maybe a sandbox is a better format for evil, those types have no ties or loyalty to anything. But give me a good party, it's pretty predictable what they'll do. Thus, they have no choice by virtue of who they are.</p></blockquote><p></p>
[QUOTE="Janx, post: 5007702, member: 8835"] As I apparently didn't clearly state it, I make a plot that the PCs WILL be interested in. After the first session, all subsequent sessions are based on feedback from the players on exactly what they planned to do based on the outcome of the last session. Therefore, when I say the players are invested in a plot, or are following a plot, the players have chosen to go do it. Based on that, what seems to not be getting through to some of you, is that when the party has CHOSEN to race to ThereVille to stop the villain, they are locked in. Not by chains or DM fiat, but by virtue of the priority of their chosen goal. A cat will almost always blink when struck with a hammer. A paladin will almost always volunteer to rescue the princess. Few of us wake up and decide to skip going to work and go to the museum. Few of us decide to take a side trek to Iowa to explore it while driving to the mall. People are predictable and people tend to take actions that move them closer to their goal. Once you decide to go save the princess, barring a change, a rational party will continue to make choices that lead to that goal. All other options that don't lead to chosen goals are nullified as choices. This is the effect I'm talking about. If you're playing a sandbox where nothing really matters, then of course, your players are free to choose anything. But then, none of it really matters, not even to the PCs. I run a game where the world has stuff happening, and the PCs get caught up in it. Some of what happens is because of what NPCs are doing, some of it happens because of what PCs are doing. If the PCs are passive, the NPCs start doing more until the PCs get motivated. If the PCs are active, they'll drive events in the game, forcing NPCs to react. I also don't run a game for evil NPCs. Maybe a sandbox is a better format for evil, those types have no ties or loyalty to anything. But give me a good party, it's pretty predictable what they'll do. Thus, they have no choice by virtue of who they are. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why we like plot: Our Job as DMs
Top