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.
Community
General Tabletop Discussion
*TTRPGs General
Worst game I ever ran.
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="ahayford" data-source="post: 5711061" data-attributes="member: 6680745"><p>I have frequently used what is sometimes referred to as "reflection" when I DM. Often times, your PC's will start going completely off the rails from what you thought or planned for them to do. They kill an ally, befriend an enemy, completely avoid that lynch pin encounter....or better yet...completely manufacture a threat of out paranoia that you didn't intend.</p><p></p><p></p><p>Well....In response, I "reflect" those actions and fears....</p><p></p><p>That ally *was* an enemy trying to eff them over. Now that enemy actually had a heart of gold or was cursed...or whatever you can come up with. I recently planned out a small fire beetle intro encounter, that turned into a beetle swarm from hell that nearly comsumed an entire outpost because the players got super paranoid. And you know what....What they came up with was way more interesting then what I had originally planned. I ran with it and it turned out awesome. </p><p></p><p>The players have to feel like their choices matter or the sense of adventure and free will just vanishes. Its an extremely hard lesson for a DM to learn. Try to think about it as collaborative story telling. Its good to have planned characters and encounters, but try and be flexible about how the events play out. Don't sweat it if your players miss a clue or a key encounter. You can always have that same encounter happen somewhere else. Modify some fluff details to reflect the new situation and you're good to go.</p><p></p><p>In your case, if your players avoid the cyst....I might validate those fears. People start having nightmares, madness starts creeping into people's dreams. Normal creatures start appearing that are corrupted by its influence. Maybe have something contact the heroes that can provide "protection" or a "weapon" to use against it that gives the players confidence that this is something they can tackle. If they choose to ignore it again...well there is only so much you can do <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> It was a nice desert <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>With the ally situation, try to drop hints that these creatures appear non-violent, or at the least non-threatening. Some players are used to the "all npcs are monsters" mindset so this can sometimes be hard to tackle. Set up a situation like Return of the Jedi where the characters fall into a trap and must talk their way out of it....or maybe they encounter the natives being attacked by some obviously evil creature and the heroes can chose to save them. Again...only so much you can do. You can give them a few different opportunities to befriend them, but if not....thats just one choice they chose not to make. </p><p></p><p>As for the spirit, I could go two ways on this. I might turn her into a spirit that was, in fact, trying to fool them. Or, make the players pay for their paranoia by being forced to watch her anguished screams as she is corrupted before their very eyes, turning into a creature of nightmare and pain. Depends how much of a pita they were being <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Another great tool to use is "Foreshadowing". When your heroes start to make their way into the city....start to make it abundantly clear that something large, carnivorous, and hungry lives there. Piles of bones....fresh scorch marks....fresh claw marks on the buildings...dragon droppings....you name it. Leave plenty of warnings. Sometimes PC's miss that time you mentioned the dragon lived in the city and not the caves. Giving them warnings like the above without directly stating "HEY THE DRAGON IS IN THE CITY DUMBASS" can help them remember <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> And if they go in anyway well.....Dragon's gotta eat.</p></blockquote><p></p>
[QUOTE="ahayford, post: 5711061, member: 6680745"] I have frequently used what is sometimes referred to as "reflection" when I DM. Often times, your PC's will start going completely off the rails from what you thought or planned for them to do. They kill an ally, befriend an enemy, completely avoid that lynch pin encounter....or better yet...completely manufacture a threat of out paranoia that you didn't intend. Well....In response, I "reflect" those actions and fears.... That ally *was* an enemy trying to eff them over. Now that enemy actually had a heart of gold or was cursed...or whatever you can come up with. I recently planned out a small fire beetle intro encounter, that turned into a beetle swarm from hell that nearly comsumed an entire outpost because the players got super paranoid. And you know what....What they came up with was way more interesting then what I had originally planned. I ran with it and it turned out awesome. The players have to feel like their choices matter or the sense of adventure and free will just vanishes. Its an extremely hard lesson for a DM to learn. Try to think about it as collaborative story telling. Its good to have planned characters and encounters, but try and be flexible about how the events play out. Don't sweat it if your players miss a clue or a key encounter. You can always have that same encounter happen somewhere else. Modify some fluff details to reflect the new situation and you're good to go. In your case, if your players avoid the cyst....I might validate those fears. People start having nightmares, madness starts creeping into people's dreams. Normal creatures start appearing that are corrupted by its influence. Maybe have something contact the heroes that can provide "protection" or a "weapon" to use against it that gives the players confidence that this is something they can tackle. If they choose to ignore it again...well there is only so much you can do :) It was a nice desert :) With the ally situation, try to drop hints that these creatures appear non-violent, or at the least non-threatening. Some players are used to the "all npcs are monsters" mindset so this can sometimes be hard to tackle. Set up a situation like Return of the Jedi where the characters fall into a trap and must talk their way out of it....or maybe they encounter the natives being attacked by some obviously evil creature and the heroes can chose to save them. Again...only so much you can do. You can give them a few different opportunities to befriend them, but if not....thats just one choice they chose not to make. As for the spirit, I could go two ways on this. I might turn her into a spirit that was, in fact, trying to fool them. Or, make the players pay for their paranoia by being forced to watch her anguished screams as she is corrupted before their very eyes, turning into a creature of nightmare and pain. Depends how much of a pita they were being :) Another great tool to use is "Foreshadowing". When your heroes start to make their way into the city....start to make it abundantly clear that something large, carnivorous, and hungry lives there. Piles of bones....fresh scorch marks....fresh claw marks on the buildings...dragon droppings....you name it. Leave plenty of warnings. Sometimes PC's miss that time you mentioned the dragon lived in the city and not the caves. Giving them warnings like the above without directly stating "HEY THE DRAGON IS IN THE CITY DUMBASS" can help them remember :) And if they go in anyway well.....Dragon's gotta eat. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Worst game I ever ran.
Top