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When it comes to my campaigns, I like to plan things out, as I have found that not planning leads to chaos. I structure the people, places and things surrounding the PC's, and let them make choices. In time, I've learned what directions PC's are likely to go, and these areas I flesh out extensively. Why?
Well, the area/person/etc. is likely to be useable at some point in my games. But as far as being prepared for a game the next night, I don't want to use time creating scenerios the PC's won't explore weeks from now. With all of my experience, I can step into the game from the player's perspective and figure out 3 or 4 ways the situation might be handled. I write a paragraph or 2 depicting each variable, each scenerio. Then, with the practiced ability to play 'off the cuff', I can incorporate the info I planned into the PC's schemes.
Mature players generally frown upon games the DM is obviously making up as they go. I know I do, and it's usually because the DM isn't capable of pulling it off convincingly enough. It's along the same vein as homemade worlds go. Players want structure to the world, because let's face it; the better games are from modules, where most aspects are covered in depth. As soon as players feel like the DM is stuck, and is making up stuff on the spot, they lose faith.
The key then is to really know the information about your game before playing it. This might require many months of gaming in the same area, or even longer (or shorter) time frames. Start small, and fully develop the area/NPC's/monsters/legends/rumors/adventures directly relating to the PC's. Then, as they begin to explore other tangents to the game you're not fully prepared to handle, at least you'll know the direct influences relating to them, and how they could come into action with the players.
I find that PC's sometimes tend to stray from their alignments, throwing you into a quandry of unexpected actions. Keep in mind that anytime players make the characters do things contrary to their alignments, forbid it (or bring down consequences). LG characters looting homes is not LG. Have the gods punish them. Have them get busted by the law. Have bounties put on their heads. They'll get the hint, and either switch alignments or play properly. Of course, when players do play by their alignments, even though it messes up your plans, never forbid them from doing something. Everything in D&D is possible, it's just that there are ramifications for every action.
Finally, never let the players know that you are making something up on the spot. If you planned on the characters racing off to rescue a princess, but instead they stay in town and pursue another avenue because the reward for the effort wasn't satisfactory, let them! As they relate how they proceed to the tavern to seek out news of other quests, don't panic. Allow them to believe that you wanted them to refuse the princess quest by simply smiling, and describing the trip to the tavern. In order for you to buy some precious thinking time, throw something in their way to slow things down. Perhaps, one of the PC's is the victim of a pickpocket. The thief is caught in the act, and decides to fight his way out of the jam. As the players excitedly group around the miniatures, setting up battle plans, you are thinking about how to tie in the princess quest once they reach the tavern.
Or, you're thinking about one or two other quests you hadn't planned on running now, but can whip up on the spot. Shuffle thru papers as though you're skipping ahead/behind in your plans. Never sit there blank-faced, pause for a while, stutter, shrug, or tell the players you hadn't planned on something. Some players don't mind when DM's play off the cuff, but others do, and these are the players we're trying to protect. If everyone believes that everything happens on course with your plans, you all win. Some of the best games can occur when the players totally go off on an unexpected tangent, as long as you have planned ahead.
Which is the better avenue to pursue? Detailing each and every possible encounter and area the players might discover in the hopes they run the course you have laid out? Or, rather, touch briefly on several important and interesting areas so that most of the bases are covered? As DM, you will eventually be able to determine just how your group of players will react to your adventure hooks. If you know they will find certain aspects interesting, flesh them out. If you think they might not want to pursue a particular avenue, cover it with a brief paragraph detailing the possibilities, just to be safe. The last thing a DM will want to do is fail to prepare, thinking he knows what the players will do. Odds are, he's wrong. Examine all of the possibilities, expect the unexpected, and most importantly, roleplay those suprise encounters as though they're just a walk in the park!
When it comes to my campaigns, I like to plan things out, as I have found that not planning leads to chaos. I structure the people, places and things surrounding the PC's, and let them make choices. In time, I've learned what directions PC's are likely to go, and these areas I flesh out extensively. Why?
Well, the area/person/etc. is likely to be useable at some point in my games. But as far as being prepared for a game the next night, I don't want to use time creating scenerios the PC's won't explore weeks from now. With all of my experience, I can step into the game from the player's perspective and figure out 3 or 4 ways the situation might be handled. I write a paragraph or 2 depicting each variable, each scenerio. Then, with the practiced ability to play 'off the cuff', I can incorporate the info I planned into the PC's schemes.
Mature players generally frown upon games the DM is obviously making up as they go. I know I do, and it's usually because the DM isn't capable of pulling it off convincingly enough. It's along the same vein as homemade worlds go. Players want structure to the world, because let's face it; the better games are from modules, where most aspects are covered in depth. As soon as players feel like the DM is stuck, and is making up stuff on the spot, they lose faith.
The key then is to really know the information about your game before playing it. This might require many months of gaming in the same area, or even longer (or shorter) time frames. Start small, and fully develop the area/NPC's/monsters/legends/rumors/adventures directly relating to the PC's. Then, as they begin to explore other tangents to the game you're not fully prepared to handle, at least you'll know the direct influences relating to them, and how they could come into action with the players.
I find that PC's sometimes tend to stray from their alignments, throwing you into a quandry of unexpected actions. Keep in mind that anytime players make the characters do things contrary to their alignments, forbid it (or bring down consequences). LG characters looting homes is not LG. Have the gods punish them. Have them get busted by the law. Have bounties put on their heads. They'll get the hint, and either switch alignments or play properly. Of course, when players do play by their alignments, even though it messes up your plans, never forbid them from doing something. Everything in D&D is possible, it's just that there are ramifications for every action.
Finally, never let the players know that you are making something up on the spot. If you planned on the characters racing off to rescue a princess, but instead they stay in town and pursue another avenue because the reward for the effort wasn't satisfactory, let them! As they relate how they proceed to the tavern to seek out news of other quests, don't panic. Allow them to believe that you wanted them to refuse the princess quest by simply smiling, and describing the trip to the tavern. In order for you to buy some precious thinking time, throw something in their way to slow things down. Perhaps, one of the PC's is the victim of a pickpocket. The thief is caught in the act, and decides to fight his way out of the jam. As the players excitedly group around the miniatures, setting up battle plans, you are thinking about how to tie in the princess quest once they reach the tavern.
Or, you're thinking about one or two other quests you hadn't planned on running now, but can whip up on the spot. Shuffle thru papers as though you're skipping ahead/behind in your plans. Never sit there blank-faced, pause for a while, stutter, shrug, or tell the players you hadn't planned on something. Some players don't mind when DM's play off the cuff, but others do, and these are the players we're trying to protect. If everyone believes that everything happens on course with your plans, you all win. Some of the best games can occur when the players totally go off on an unexpected tangent, as long as you have planned ahead.
Which is the better avenue to pursue? Detailing each and every possible encounter and area the players might discover in the hopes they run the course you have laid out? Or, rather, touch briefly on several important and interesting areas so that most of the bases are covered? As DM, you will eventually be able to determine just how your group of players will react to your adventure hooks. If you know they will find certain aspects interesting, flesh them out. If you think they might not want to pursue a particular avenue, cover it with a brief paragraph detailing the possibilities, just to be safe. The last thing a DM will want to do is fail to prepare, thinking he knows what the players will do. Odds are, he's wrong. Examine all of the possibilities, expect the unexpected, and most importantly, roleplay those suprise encounters as though they're just a walk in the park!