I...uh....wait...ummm...hold on....wait...
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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 guysâ plot was about to kick off at a specific date right after summer ends. So suddenly the adventure went from âcareful slow-burn investigationâ to âmad rush to the location of the finaleâ.
Oops.
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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 guysâ plot was about to kick off at a specific date right after summer ends. So suddenly the adventure went from âcareful slow-burn investigationâ to âmad rush to the location of the finaleâ.
Oops.
Couldnât they have gone the other route and made the villainâs plans a year later? But sounds like it was a lot of fun the way it was run!
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Couldnât they have gone the other route and made the villainâs 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 âyou figured out that the ritual will happen right after summer ends â which is in less than a weekâ.
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 wouldâve 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 wasnât magic-affine and didnât 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 âthree wizards and a vintner have breakfast and discuss the state of the investigationâ episodes. We had a lot of those.
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If youâve railroaded your campaign that much youâre a bad GM. Itâs not your story, itâs 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.
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If youâve railroaded your campaign that much youâre a bad GM. Itâs not your story, itâs your players story.
How is this in any way railroading?
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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
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Really, what the DM says goes. So if you want to be boring you can just say it doesnât 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 didnât work is a lot more compelling and interesting imo
Retconing things to protect muh precious twists is not compelling, though, itâs 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 wouldnât be my GM anymore.
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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.
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We donât do that here. The GM provides the model of physics the players accept and expect. If the GM just says ânahâ when stuff is inconvenient, players donât know what to expect, and the world becomes inconsistent.
A big part of the GMâs fun in TTRPGs is improving off that. Players always ruin my plans, but thatâs part of the game.
Yes, exactly. Consistency is important, because it builds and reinforces trust. The GM just saying ânahâ 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 âitâs so obviously a gameist system, why would you ever try to run it as anything else?â, and the answer is itâs a fantastic physics system. The rules provide clarity and consistency where itâs really useful or important, and are easily ignorable where it doesnât matter.
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thereâs 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 canât do anything about it, but that doesnât mean they wonât 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) Doesnât involve combat
and
B) Isnât a completely artificial-feeling scenario thatâs been engineered specifically to negate all of the âI donât have to care about thisâ buttons that players have on their sheets.
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If youâve railroaded your campaign that much youâre a bad GM. Itâs not your story, itâs your players story.
I hate this take a lot, Iâm gonna be honest. I donât care if his game is so on rails that itâs 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⌠thatâs a good GM.
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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, Iâm also playing, so I roll with my fellow table partners, as the story is unexpected for me as is for them.
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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.
âŚ
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 isnât railroading. If the dm then turned around and said âno you donât do thatâ 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? Thatâs called DMing.
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The rust is removed, but thereâs 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
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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, Iâm 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 Iâll be able to use my painstakingly prepared battlemap later, rather than not at all.
But itâs fun when the players throw a total curveball, and I need to come up with something on the spot.
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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)
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What metal is the crown made of?
The spell only works on iron and iron-heavy alloys. An advanced version of the spell exists but the players donât have it yet.
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Yes, exactly. Consistency is important, because it builds and reinforces trust. The GM just saying ânahâ 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 âitâs so obviously a gameist system, why would you ever try to run it as anything else?â, and the answer is itâs a fantastic physics system. The rules provide clarity and consistency where itâs really useful or important, and are easily ignorable where it doesnât matter.
Yep, the problem with 5e is all the bullshit exceptions to the rules you have to deal with. My biggest most obvious issue every player deals with is bonus actions. They were never playtested and added really late to 5e, and it shows. Itâs something like: you can use a bonus action for any action that says it can be used as a bonus action, except you canât cast a spell with it if youâve already cast a spell this turn⌠except for some spells sometimes. The P2e method of everything just costing a set amount of action points, and if you have enough you can always do it, is so much better for players and DMs. Itâs just consistent and you know what to expect.
Thereâs still plenty of room for the DM, but the rules can always be trusted.
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DM: Scribbles a note âWithout the rust it seems like a serviceable crown, but not too fancy.â
Note to lost heir: âYou see the crown and you think as it⌠looks at you. This should be your crown. You wants it. They shouldnât keep it from you. Steals it, hides it, it came here for youâ.
DM: âProbably worth some gold.â
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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 âyou figured out that the ritual will happen right after summer ends â which is in less than a weekâ.
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 wouldâve 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 wasnât magic-affine and didnât 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 âthree wizards and a vintner have breakfast and discuss the state of the investigationâ episodes. We had a lot of those.
We once skipped an entire chapter of âOut of the abyssâ by saying ânope!â and running out of the city!
The DM introduced all the factions in the city, we realized they were all conspiring against each other, and they all asked of us to collaborate with them (against the others)⌠Instead, we stole a ship in the night and sailed away!
Only afterwards the DM told us it means we skipped a full chapter he had worked hard to prepare!