I...uh....wait...ummm...hold on....wait...
-
Having your complex plot get fast forwarded because of a cantrip, priceless
-
Iām extremely naive when it comes to tabletop RPGs
Is there any kind of āplot says noā response to magic? Something like the doors in oblivion where you need a key to unlock
āYou can certainly tryā
-
You could also just have it work and go with whatever follows from it though.
I believe you should have a plot prepared but you also shouldnāt be afraid to adapt it if the players do something unexpected. Itās more work, but in my experience players can usually smell when youāre just trying to block them. And they will derive fun from having found out your plans early (which is totally ok to tell them).
Ime, players are entirely willing to accept an extremely short session just so I can prep and set back up after they throw me a massive curveball. If youāre capable of doing it on the fly, thatās great, but Iām not and my players usually understand.
Had a twelve minute session once because I forgot I gave the party a foldable boat like three months ago on a whim, and they used it to skip the next ~3 sessions of content. I had an entire thing setup where theyād help a dwarfhold hunt a dragon, and had started on some city-based intrigue in the next area.
I just leveled with them that I had not even slightly expected this session to go this way and had nothing prepped so weād stop early and pick it up next time.
-
The crown completely disintegrates, as it was rust all the way through
Sorry, Mario, the real crown is in another dungeon.
-
Having your complex plot get fast forwarded because of a cantrip, priceless
I once fast-forwarded a complex plot through a GM-sanctioned bit of fluff.
The party had been invited by their uncle who turned out to be recently murdered when they arrived. Of course they investigated. At one point I had my character wrote a letter to the rest of the family to inform them of what was going on. I actually produced the letter as a handout. Since I had no idea about the date I asked the GM and he told me to pick anything in summer.
The GM s happy with the handout and it was deemed canonical.
A few sessions later he noticed that I had picked something ahead the end of the summer and the bad guysā plot was about to kick off at a specific date right after summer ends. So suddenly the adventure went from ācareful slow-burn investigationā to āmad rush to the location of the finaleā.
Oops.
-
I once fast-forwarded a complex plot through a GM-sanctioned bit of fluff.
The party had been invited by their uncle who turned out to be recently murdered when they arrived. Of course they investigated. At one point I had my character wrote a letter to the rest of the family to inform them of what was going on. I actually produced the letter as a handout. Since I had no idea about the date I asked the GM and he told me to pick anything in summer.
The GM s happy with the handout and it was deemed canonical.
A few sessions later he noticed that I had picked something ahead the end of the summer and the bad guysā plot was about to kick off at a specific date right after summer ends. So suddenly the adventure went from ācareful slow-burn investigationā to āmad rush to the location of the finaleā.
Oops.
Couldnāt they have gone the other route and made the villainās plans a year later? But sounds like it was a lot of fun the way it was run!
-
Couldnāt they have gone the other route and made the villainās plans a year later? But sounds like it was a lot of fun the way it was run!
The idea was to have some kind of urgency but only once the players were far enough to understand the basics of what was going on. To that end, the date was supposed to be vague so that the GM was free to say āyou figured out that the ritual will happen right after summer ends ā which is in less than a weekā.
Then he forgot that the timeframe was vague when I wrote the letter and told me to pick a date.
Unfortunately, this cut out a side plot where our party wouldāve hired another party to hunt down some artifact. That artifact retroactively got downgraded to a red herring for time reasons.
On the other hand, we got an absolutely precious scene where the one party member who wasnāt magic-affine and didnāt want to be involved with any supernatural stuff had to ride an unnaturally fast six-legged half-demon horse in order to catch up with the bad guys.
Also, it cut down on all the āthree wizards and a vintner have breakfast and discuss the state of the investigationā episodes. We had a lot of those.
-
If youāve railroaded your campaign that much youāre a bad GM. Itās not your story, itās your players story.
Rollercoaster are fun yet have rails.
Are you even a GM to allow yourself such snap judgment? But for you know, we GM/DMs are not your employees RPGs are a group collaboration.
-
If youāve railroaded your campaign that much youāre a bad GM. Itās not your story, itās your players story.
How is this in any way railroading?
-
The crown completely disintegrates, as it was rust all the way through
Sorry, Mario, the real crown is in another dungeon.
the real crown was the XP we collected along the way
-
Really, what the DM says goes. So if you want to be boring you can just say it doesnāt work for some reason. The answer above re: pivoting to it being a powerful illusion spell or something so there is a reason the spell didnāt work is a lot more compelling and interesting imo
Retconing things to protect muh precious twists is not compelling, though, itās just base metagaming. The unwavering plot is the GM equivalent of the 8 page main character syndrome PC backstory. If I found out my GM was doing that, they wouldnāt be my GM anymore.
-
How is this in any way railroading?
The DM determined that A) the players would find this crown, B) they would not clean it when they found it, and C) it would get cleaned at some point the DM decides later, whether the players wanted it to or not. Good for a book, bad for D&D.
-
We donāt do that here. The GM provides the model of physics the players accept and expect. If the GM just says ānahā when stuff is inconvenient, players donāt know what to expect, and the world becomes inconsistent.
A big part of the GMās fun in TTRPGs is improving off that. Players always ruin my plans, but thatās part of the game.
Yes, exactly. Consistency is important, because it builds and reinforces trust. The GM just saying ānahā is the other side of the player showing up with a homebrew bullshit build.
I get a lot of pushback from the Pathfinder 2e subreddit for promoting the idea that the system is really great for character-driven, fiction-first tables, because everyone just looks at the number of rules and goes āitās so obviously a gameist system, why would you ever try to run it as anything else?ā, and the answer is itās a fantastic physics system. The rules provide clarity and consistency where itās really useful or important, and are easily ignorable where it doesnāt matter.
-
thereās two answers to this question, one is mechanical and one is social. you as the DM can tell the players no not now, and they canāt do anything about it, but that doesnāt mean they wonāt try to do something about it, which depending on the group could be an issue.
so in this scenario a good DM could whip up some misdirection, for example set up a traveling artificer who just passed through town a couple weeks back and who the players could track down as a lead - conveniently in the direction of the main quest objective.
this is hard to do on the spot.
IMO this is kinda one of the problems with DnD 5e, at least if you want to do certain kinds of stories.
The players just have so many tools at their disposal to do anything and everything that its hard to put them into a challenging situation that:
A) Doesnāt involve combat
and
B) Isnāt a completely artificial-feeling scenario thatās been engineered specifically to negate all of the āI donāt have to care about thisā buttons that players have on their sheets.
-
If youāve railroaded your campaign that much youāre a bad GM. Itās not your story, itās your players story.
I hate this take a lot, Iām gonna be honest. I donāt care if his game is so on rails that itās set on the fucking orient express. As long as the players are having fun with the game, and the GM is having fun with the game⦠thatās a good GM.
-
improv intensifies
I learned that best things come from the right balance between preparation and improvisation. And that balance is approximately 20-80 respectively, at best. I figured that as a DM, Iām also playing, so I roll with my fellow table partners, as the story is unexpected for me as is for them.
-
The DM determined that A) the players would find this crown, B) they would not clean it when they found it, and C) it would get cleaned at some point the DM decides later, whether the players wanted it to or not. Good for a book, bad for D&D.
ā¦
A) this makes no sense to describe as railroading, apparently finding anything plot or backstory related is railroading?
B & C) Players not doing what a dm expects isnāt railroading. If the dm then turned around and said āno you donāt do thatā or decides to make it impervious to prestidigitation, that might fit the definition.
Railroading is removing player agency and not giving players choices. Players just doing something unexpected that throws you for a loop? Thatās called DMing.
-
The rust is removed, but thereās significant chunks missing due to the rust settling in. It is still unrecognisable and needs restoration.
Or something magical based on what the artifact does
-
I learned that best things come from the right balance between preparation and improvisation. And that balance is approximately 20-80 respectively, at best. I figured that as a DM, Iām also playing, so I roll with my fellow table partners, as the story is unexpected for me as is for them.
Yeah. At this point I try to prepare scenes rather than plots, so hopefully Iāll be able to use my painstakingly prepared battlemap later, rather than not at all.
But itās fun when the players throw a total curveball, and I need to come up with something on the spot.
-
the rust scales begin to fall and as the entire party squints to see the results, ROLL FOR INITIATIVE AT DISADVANTAGE (fuck a few dragons will get me out of this shit)