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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
World Building - Suggestions Please (be kind lol)
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="Nyaricus" data-source="post: 2659073" data-attributes="member: 35678"><p>You know, i have many things that influence me for gaming. Probably the most relevant one to this discussion of "particular stories" is GTA (Grand Theft Auto). Love it or hate it (I love 'em all), they have revolutionalised many aspects of gameplay.</p><p></p><p>Basically, there is a main storyline that you must go through to "beat" the game. Within this storyline there are quite a few side quests which you can do along the way, all of which will introduce you to something new, or just give new spin on an old favourite. Finally, you can just screw around and kill a bunch of crap and make some cash.</p><p></p><p>So, for D&D, this is the sort of outline i try to DM by. There will eventually be an end to the campaign, but i try to leave it open so that it could, theoretically be ressurected at any time (although we would have almost definitively moved on). Along the way, we can do a bunch of other missions and such, or just have a bunch of fun and kill some orcs/undead/red dragons.</p><p></p><p>I would never try to tie my players to the core mission; infact, it could change, depending on what happens in-game. The fact is though if you try to bind your players to something, they will rebel (unless its an in-game issue, such as "if you don't get X for me, I will kill all of your families," says a pit fiend). But of say, you are FORCING your players to take an evil ring to a volcano to be detroyed, and have to constantly say out-of-game that "guys, just go with it, its the whole point of the campaign to do this" then you have lost your players and need to touch base and see if what you are doing as a DM is satisfactory.</p><p></p><p>Hope those examples and such help you decide; its nice to have an underlying theme and storyline - any good novel/movie has one. You job as DM is to try to impliment what works with your players style, and to cut out what doesn't. Maybe they like kick-in-the-dorr style and maybe they like high-intrigue-skillzy gaming. Talk to them, they are the other side of game.</p></blockquote><p></p>
[QUOTE="Nyaricus, post: 2659073, member: 35678"] You know, i have many things that influence me for gaming. Probably the most relevant one to this discussion of "particular stories" is GTA (Grand Theft Auto). Love it or hate it (I love 'em all), they have revolutionalised many aspects of gameplay. Basically, there is a main storyline that you must go through to "beat" the game. Within this storyline there are quite a few side quests which you can do along the way, all of which will introduce you to something new, or just give new spin on an old favourite. Finally, you can just screw around and kill a bunch of crap and make some cash. So, for D&D, this is the sort of outline i try to DM by. There will eventually be an end to the campaign, but i try to leave it open so that it could, theoretically be ressurected at any time (although we would have almost definitively moved on). Along the way, we can do a bunch of other missions and such, or just have a bunch of fun and kill some orcs/undead/red dragons. I would never try to tie my players to the core mission; infact, it could change, depending on what happens in-game. The fact is though if you try to bind your players to something, they will rebel (unless its an in-game issue, such as "if you don't get X for me, I will kill all of your families," says a pit fiend). But of say, you are FORCING your players to take an evil ring to a volcano to be detroyed, and have to constantly say out-of-game that "guys, just go with it, its the whole point of the campaign to do this" then you have lost your players and need to touch base and see if what you are doing as a DM is satisfactory. Hope those examples and such help you decide; its nice to have an underlying theme and storyline - any good novel/movie has one. You job as DM is to try to impliment what works with your players style, and to cut out what doesn't. Maybe they like kick-in-the-dorr style and maybe they like high-intrigue-skillzy gaming. Talk to them, they are the other side of game. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
World Building - Suggestions Please (be kind lol)
Top