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100% yes. I believe my players have a much better time when they “find the plot.” There are narrative lines to pull, but the key is to allow the players to find these lines in what they believe to be important. I can create as many characters and plot devices as I like, but many times, the players’ actions will necessitate a whole new character or route.

This happened in a recent session. I had a location with named NPCs who could help the party escape from a city where they were wanted. Even after all the info on these characters and coming so close (literally one room away), the players decided they wanted to find someone else. Now Patrick Seaworth, an arm-wrestling legend, exists in the world.

That’s a good take. I agree that consequences shouldn’t happen to spite the players. They made their decisions and had the enjoyment they sought, and as DMs, we’re only here to facilitate that.

I think consequences are there to add a sense of scope. It’s not a “you didn’t do this, so here’s your punishment.” It’s “let’s take a look at how your active choices affected the world and figure out how to play in that space together.” Maybe ‘consequence’ wasn’t the best word for this discussion.

Let me put this to you – has there been an instance where you revisited an area or plotline that the players diverted from? If so, how did you do it?

Let's Talk about Unfinished Business and Consequences

https://lemmy.world/post/6763120

Let's Talk about Unfinished Business and Consequences - Lemmy.World

The Background I run a game that focuses on narrative and roleplay. Often, my players will create their own McGuffin that I will then shift into a primary plot device. This usually takes the party away from some primary plot points and drives the story in a different direction. I feel this all works pretty well because it always allows the players to feel as if they’ve made an important discovery and that they’re driving the story, not me. The downside? This leaves some unresolved threads. Recently, my players have been asking about those threads and what happened because we didn’t resolve them. I explain that not taking care of them has had consequences that they haven’t been around to see. Essentially, the world continues without them. However, we’ve reached a point in the story (homebrewed) where these threads matter. So we’re going back to see the consequences of unfinished business. The Discussion I’d like to see your take on unfinished business and how you represent consequences in the world. Do you allow the story to just move on to the BBEG, or do you make the players feel like their choices matter beyond the immediate session? How do you do either, neither, or something else entirely?

You’re welcome! Getting over the nerves will just take time. I’ve been DMing for about 10 years, and I still feel the impulse to make something amazing immediately. If you’re players ever complain, just tell them they can run it. They’ll change their tune real quick.

I love making combat difficult for myself, so I use theater of the mind… for everything. I don’t use any physical or digital tools either in-person or online.

I’ve run and played in games that use virtual tabletops (roll20, tabletop sim, foundry), and they all seem to work very well. However, I tend to focus mostly on the narrative and roleplay, so it feels good to do everything via imagination. It works out nicely, because I get to pay more attention to my player’s faces and react accordingly. We also made our recent campaign into a podcast, so doing everything verbally helps us create a more cohesive narrative for listeners.

BUT I think theater of the mind works to my strengths as a DM, and it certainly isn’t for everyone. I know I’m in a very minuscule minority, but you’re welcome to join me at the theater table.

Excellent! I’ll be listening on the way home from work!

I think it’s always best to look at the modules as guidelines, especially anything from Wizards. Like others have said, the writers can never account for your players.

When it comes to making stuff up on the spot, I have two suggests that might help:

  • Give yourself a moment to think. Taking a minute to formulate will never ruin anyone’s immersion. I do a podcast, and we edit out the space I give myself to come up with a satisfying answer. Even the professionals take a beat.
  • Take notes. You’ll never know enough about your NPCs, and you’ll always forget some detail you’ve given them. If you take a note, you can come back to the thing you made up and build on it in the future. That way, the line blurs between what you know (what the module tells you) and what you make up.
  • Extra advice: Remember that you stepped up to facilitate. That means your players already appreciate the work you’re putting in (or at least they should).

    Keep it up!

    This sound like a really fun idea! I always love to see free, colorful resources. I am interested in seeing more, but the post only links to the single page PDF. I see the links in there, but can you post them for ease of access. (If I’m missing something, please let me know, and I’ll edit this comment).

    Keep 'em coming!

    Was

    [Nother Realm][OC] One Year Making a Dungeons and Dragons Podcast – A Retrospective

    https://lemmy.world/post/3646996

    [Nother Realm][OC] One Year Making a Dungeons and Dragons Podcast – A Retrospective - Lemmy.world

    We’ve been making the Nother Realm podcast [https://www.notherbrothers.com/nother-realm/episodes] for one whole year, so I decided to write my thoughts up for anyone looking to go on a similar adventure.