What is a one-off? (I have an Idea what you mean, but given I could be completely wrong, I'll stay safe and ask, before I answer)Amazon warrior said:Out of curiousity, will you be doing an article on running one-offs too? The most concrete advice I've ever seen on running one-offs was in a DrivethruRPG newsletter. I didn't agree with all of it, but it was an interesting read.
Taco of flames said:An interesting read. I, myself, have often wondered if I should start DMing, and having a guide and a forum to that guide just make it more likely. And I support the idea of having a story, but not forcing it too much on the players. In the campaign my group is doing, we are currently in the process of rebuilding a village ravaged by orcs that happens to be situated in a no-man's-land between two rival kingdoms. We accepted help from one kingdom in return for a single favor, which he could call in at any time. The other kingdom sent us a powerful wizard who has a variety of cool magic gadgets and an entourage of various magic-users, one of them being a cleric capable of resurrection. So, now we have help from two kingdoms, who both want our unofficial allegiance(since declaring official allegiance such would cause the one who did not get allegiance to cry foul and attack), and we need to balance ourselves between these two. However, we also have our own village to manage. The mayor has kept his position in exchange for loyalty to us, but we don't entirely trust him. There's a pack of soul-eating(read: if they kill you, you can't be resurrected) lycanthropes(goblin-to-wolf, if you're interested) in the mountains, an ancient tomb of some kind of superpowerful king in the northern hills, a two-headed fire-breathing giant roaming the countryside, and a sepulcher surrounding an unliving knight that uses a magic described as "screaming soulfire." Not to mention the weird tower at the site of the old orc village that contains a one-way portal of unknown purpose. Our DM gives us a wide variety of subplots and big fights to focus on. So, we have agency and responsibility to apply the agency carefully. And it is a ton of fun.
Kaihlik, in my second column, "Judging the Game," I specifically wrote:Kaihlik said:These articles just seem to discribe one of the many valid ways of GMing while rubbishing all other ways as wrong.
And I stand by that. I am always happy to hear from others what their methods are and how they work.My Secret Sauce May Not Be Your Secret Sauce
If you're an experienced gamemaster and you fundamentally disagree with everything I've written above, you're probably going to fundamentally disagree with my guidance on how to be a gamemaster, too. That's ok - gamemastering is like cooking; everybody has their own recipes. I don't claim to have the only secret sauce, I just have my secret sauce. It works really well for my campaigns, and I've had a lot of success with my methods. If you disagree with my sentiments, all I ask is that you respectfully explain why, and share your own methods in comparison. Ultimately everything we can do to pass on different schools of gamemastering to new players will be a good thing.
Nejira, the closest I have come to that has been to (a) start with free-roaming and allow the party to get invested in their characters, (b) introduce a plot element that threatens all they hold dear, and (c) let them pursue a solution to "b" through a story web devoted to the plot element.Nejira said:To me the question is, can you build a continous campaign without resorting to having to hand out scripts to your players. I would like to say yes, as the lure of a wellcrafted story with my character as one of the maincharacters sounds seductive. But to do this we need to move away from the free roaming campaign structure, and more into the realm of directed stories.
Unfortunately neither of those options is what you wrote. The beginning of this article much more closely resembles "that which does not kill you makes you stronger, and cannot ever cause chronic illness, and people who say it can cause chronic illness are idiots." Inflammatory phrases are more interesting to read than bet-hedging, but actual information is several orders of magnitude more interesting and valuable than either. You wrote a very good three-page article on emergent gameplay, but I very nearly didn't read it because of the preceding fourth page telling me that the type of game my players specifically request from me is dumb. You would do well to re-read the disclaimer you just quoted and apply it to yourself - specifically the phrase "...and respectfully explain why". I am quite interested in hearing about this 'secret sauce' that you have, but I would prefer to do so without being told I'm wrong. You may have intended to just be entertaining, but that first page just comes off as mean.Archon said:Certainly I like to fling some rubbish around, but so do most good essayists. Inflammatory phrases like "burn your DMG2" make for much more interesting reading than essays where their writer spends the whole paragraph hedging his bet.
When Nietzsche wrote "that which does not kill you makes you stronger," someone could have told him that he was only describing one way the near-death experience could effect you and rubbishing all the others. "That which does not kill you will potentially make you stronger, but might also cause post-traumatic stress disorder, chronic illness, or permanent injury" is more accurate, but worse writing...
I had been considering a similar solution: have a villainous spider in the center of the web. Give this main villain and his underlings both a long term plan and real goals they are trying to accomplish in the short term at various locations. You would not want every location to be involved with these guys or it would just feel like railroading again. This way if the group wants to pursue the "main story" they can, or they can just explore.Archon said:Nejira, the closest I have come to that has been to (a) start with free-roaming and allow the party to get invested in their characters, (b) introduce a plot element that threatens all they hold dear, and (c) let them pursue a solution to "b" through a story web devoted to the plot element.Nejira said:To me the question is, can you build a continous campaign without resorting to having to hand out scripts to your players. I would like to say yes, as the lure of a wellcrafted story with my character as one of the maincharacters sounds seductive. But to do this we need to move away from the free roaming campaign structure, and more into the realm of directed stories.
The way I have [tried to] avoid having (b), the introduction of a plot element, turn into a railroad is by making the plot element occur as a result of an antagonist built with and suffering from the same rules as the player characters. So, for instance, if their hometown is burne down by the villain, it isn't because I just "said so", it's because the villain is a Red Dragon and he can burn down villages. The problem with this approach is that if you need to be willing to play the villains smart and honest for it to work, and you will have less control over what happens to the PCs and to the antagonist than in a truly directed story.
I personally think the gain in agency is worth the loss in "epic directed cinematic conclusion" but that's because I see the epicness of the conclusion as an illusion. Others may see it differently.