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Why we like plot: Our Job as DMs
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<blockquote data-quote="Majoru Oakheart" data-source="post: 5015138" data-attributes="member: 5143"><p>There's a lot of reasons to care if they leave the path. If you have a detailed thieves guild written up along with a complex chart explaining the relationship of the various members of the guild to the noble houses of the city and have written up a dungeon containing the item the PCs are looking for complete with stat blocks for all of the monsters in it. And the entrance to the dungeon is cloaked in magic so only those who have the key can find it, and the leader of one of the noble houses in the city has the key....</p><p></p><p>It might be a more fun session for both you and your players if they get involved in the political intrigue of the city, trying to get the key through whatever means they can think of than it will be if they wander off the path and instead the session consists of rolling random encounters on a chart. Not because talking to nobles is superior to fighting random encounters but because one is prepared.</p><p></p><p>When an adventure is prepared, I can normally tell and it's more fun. Only the absolutely best DMs can run an adventure made up on the fly and do it well. Most of the time, it ends up with things like "The Baron? Uhh...his name is...uhh.....Bo...Bob. He...uhh...let's see...he's a noble...he greets you....(roll)...warmly."</p><p></p><p>If I'm the DM, I want them to stay on the path so I can run an interesting adventure as opposed to one I have to wing.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 5015138, member: 5143"] There's a lot of reasons to care if they leave the path. If you have a detailed thieves guild written up along with a complex chart explaining the relationship of the various members of the guild to the noble houses of the city and have written up a dungeon containing the item the PCs are looking for complete with stat blocks for all of the monsters in it. And the entrance to the dungeon is cloaked in magic so only those who have the key can find it, and the leader of one of the noble houses in the city has the key.... It might be a more fun session for both you and your players if they get involved in the political intrigue of the city, trying to get the key through whatever means they can think of than it will be if they wander off the path and instead the session consists of rolling random encounters on a chart. Not because talking to nobles is superior to fighting random encounters but because one is prepared. When an adventure is prepared, I can normally tell and it's more fun. Only the absolutely best DMs can run an adventure made up on the fly and do it well. Most of the time, it ends up with things like "The Baron? Uhh...his name is...uhh.....Bo...Bob. He...uhh...let's see...he's a noble...he greets you....(roll)...warmly." If I'm the DM, I want them to stay on the path so I can run an interesting adventure as opposed to one I have to wing. [/QUOTE]
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