• its_kim_love@lemmy.blahaj.zone
    27·
    11 days ago

    I had an amazing flub last week at Curse of Strahd. I prepped a few different locations along their travel plan only to realize in game that all of those locations won’t let them in until they finished an area I hadn’t prepared yet. Egg on my face.

    • wizardbeard@lemmy.dbzer0.comEnglish
      19·
      11 days ago

      Doesn’t have to be railroading for this sort of thing to occur. You can’t out-plan effectively infinite options, and it’s important to set a baseline of expectations not only of the DM but also of the players.

      Shockingly, some players don’t understand the basic “find a reason for your character to travel with the others” concept unless it’s spelled out to them. There’s also some players that will intentionally play as though they’re allergic to main plot threads, which can be fine if that’s established going in but a pain in the ass if there was an understanding that the DM might be able to prepare shit in advance and not always instantaneously adlib.

      Like don’t agree to Descent to Avernus if you don’t have any intention of going to Avernus.


      Sorry, I get you were probably joking, but I’ve also been in some groups that just didn’t work out because players weren’t straightforward about what they were looking for.

      • massive_bereavement@fedia.io
        7·
        11 days ago

        Yeah, I don’t subscribe to the old ways of players vs. DM. In fact most of the people I play with see it as a kind of collaborative narration that has game elements.

        In fact, if someone can have an epic death, they would pursue it. So yes, most of them are fully onboard with following the story, though some gentle nudges might be needed ;)

      • massive_bereavement@fedia.io
        2·
        8 days ago

        My experience with Sandboxing was… it is a lot, a lot of work, somehow it felt like running a theme park, and I needed to create a town of NPCs, all with interconnected stories that players can catch-up and follow, with “rides” or rather events that happen to spice up the play, instead of just going around playing 20 questions.

        What happens though, is that if you tell everyone that it will be a sandbox, they’ll go ahead and be very creative, to a point they’ll throw a spanner in the works, and you’ll see those carefully created NPCs with rich backgrounds, connections and quests die at the hands of mad murder hobos.

        (Not always though, experienced players understand this is a theme park).

  • dumples@piefed.socialEnglish
    6·
    11 days ago

    My locations are like vague outlines until people express interest until going there. Then the details emerge.

  • pinball_wizard@lemmy.zip
    1·
    10 days ago

    Player: “What were the odds that six shadowy areas in a row would contain exactly one rough cabin with a sole inhabitant named “Jeff” who sells nothing but overpriced boots?”

    DM: Crazy right. Sometimes that’s just how the dice fall.

    Player: And you said it’s a d100 table? Any chance you will consider rolling those outside the DM screen?

    DM: Nope. Now, let’s roll for the next area…