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/tg/ - Traditional Games

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>> No.49347116 [View]
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49347116

>>49347020
>Basically what's being said is to railroad without letting the players on to the fact and if they try to get off the tracks you loosen up as little as you can while still making sure they don't go "wait a minute, I'm on the ChooChoo Express aren't I?"
That's correct.

It's a game of make-believe: all the GM has to do is make the players feel like they have impacted the world he created and it's good. He has to give them that feeling that what they do has consequences and they are really getting somewhere. They are reaching their destination. Just like a car. Or a bus. Or a train.

If, in the game you play, you notice the tracks then yeah, I would say you could cry foul and stuff like that. It means that you don't have an optimal/super-good GM and that's unfortunate. It happens.

I'm happy that you understand the nature of RPGs better now: I want to understand your point of view better too though, because I really think I'm missing some pieces of the puzzle. What exactly would you expect a good game to be? One where the GM plans for every direction the player could take, down to the small details? Or maybe one where the dice decide where everything at any time is going on?

>> No.49204569 [View]
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49204569

Someone had a promising thread up earlier but 4chin wouldn't let me post in it and then it 404d.

If you're running a linear game, make sure you do a few things.

>1. Inform your players beforehand.
Give them a basic rundown of the plot and setting in advance, and explain the goal of the campaign.

>2. Place restrictions on character creation.
Tailor your PCs to suit the setting and story. Let each player come up with motivations to seek out the campaign goal.

1 and 2 mean you have IC and OOC reasons to see out the story.

>3. Encourage player creativity.
There's only so much you can do in a linear campaign, but always have fallbacks for when your set pieces are taken down.

3's the tricky one. Let's say you're doing closed circle horror. There's a blizzard outside and a killer in the mansion. If your players come up with a clever plan to survive the storm, don't just shut it down.

Likewise in a dungeon crawl, don't just make all your doors indestructible and mechanisms uncloggable. Let your players have freedom in how they approach your set pieces.

That's really all I've got (limited GM experience here).

>> No.49193588 [View]
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49193588

>>49189936

Immersion and player interest depends on your setting. It pays to get on the same page as your players and see how detailed they want the world they're playing in. By the same token, having them give some nuggets of info on their character backstory is invaluable--if the setting isn't motivation enough for them to do their thing, perhaps their past can catch up with them and move them forward.

My current campaign was built around the premise of characters searching for something, so I just asked my players to ensure that there's SOMETHING for them to keep them going.

Pic related, a little bit.

>> No.49118363 [View]
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49118363

>>49114128

What >>49116172 said. You're ultimately trying to get on the same page as your players. If you have stories/encounters/places you're proud o and think they would enjoy, you'd be well off adjusting them to account for the players, not the other way around.

Pic related. Be willing to work your concepts in response to the players' actions, instead of worrying yourself sick whenever they aren't sticking to what you expected. No plan survives first contact with the players. Compromises can and should be made.

>> No.48199980 [View]
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48199980

>>48195519

>> No.47922577 [View]
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47922577

>>47915129
First off, pic related. As for my experiences:

Don't plot extensively, PREPARE extensively. Having a small library of broad hooks/places/encounters/names/maps/etc. will let you remain flexible when players to something unexpected--which is usually inevitable.

Ask questions, both to yourself and the players. Asking yourself "Is this interesting? Will the players like this? How can can I flesh this out?" can go a long way to creating diversity in your story/plot hooks and assuring some investment from the players. Asking players questions reminds them of their decision-making agency, and in general it's a good idea to be on the same page as your players. Are they OKAY with your self-described railroading? Or are you recognizing that it's hampering their enjoyment somehow?

Consider the "Floating Islands".
>Build Dungeon A near Town A
>Players go to Town B
>Use Dungeon A near Town B instead since they never saw it to begin with
Used well, it lets you maximize your prep while letting players make their choices freely. Everybody wins.

>> No.47852541 [View]
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47852541

>>47849970
Pic related. Prepare things (names/places/encounters/etc.), but don't be beholden to them. Giving players freedom will inevitably go off the tracks, so build broad concepts with wiggle room instead of a master plan.

Ask yourself and the players questions. Get to know the world you're building, and criticize yourself to see if it holds up. If you find something confusing or farfetched, the players will be way ahead of you. And asking players questions reminds them of their agency and gets creative juices flowing.

Shoot for verisimilitude. Don't be realistic, be "realistic". Nobody's asking you to deconstruct the setting, but it should be internally consistent.

Try to avoid saying 'no' when possible and use 'yes, but...'. Players ought to make their decisions, and while you can certainly nudge them in the right direction their choice is their choice. Right or wrong, clever or stupid. When doing combats/checks/dialogue, let players describe what they do, and try to make failures entertaining instead of a straight shutdown.

>> No.47793063 [View]
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47793063

>>47793044

Maybe next time I'll even remember the image.

>> No.47748544 [View]
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47748544

>>47747036
First off, pic related.

>>47747556
This is excellent if you're totally green and aren't expecting long-term stuff yet.

As for the rest:

Give players agency. Being a TTRPG player and having freedom of choice goes hand-in-hand, and to force their characters to be a certain this-or-that or to follow a story they don't care about becomes tedious for all involved.

Don't plot extensively, PREPARE extensively. Prepare a small grab-bag of NPCs/locations/names/encounters (as >>47747789 said) to be used at your leisure and you'll find being 'flexible' becomes easier.

Ask questions, both to yourself and your players. Just stopping to ask yourself "is this right? Does that makes sense?" helps, and asking your players what they want to do reinforces that the ball's in their court. They can and should be in control of their actions. Nobody wants to play a Final Fantasy cutscene at the table.

>>47748240
This is a good time to mention what's sometimes called "Floating Islands". Ever see The Wrong Trousers, when Gromit is laying track in pace with the toy train? Players are the train and you're Gromit:
>Have Dungeon A near Town A
>Expect players to take hook
>They decide to explore Town B instead
>Use Dungeon A anyway because they never saw it to begin with
Be ready to improvise and everybody wins. They make their choices, you get to strut your stuff.

On the topic of tone, just chat with your players to get an idea of what kind of story they want to play in, or if there's any books/movies they enjoyed that you can take a page from. That sort of investment goes a long way when enjoying even the basics.

>> No.47747115 [View]
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47747115

>>47743756
>This doesn't have to be in any way geographic, however

Shit, I forgot to mention that. Thanks, anon. Crazy shit like that is totally workable so long as the setting/story/characters treats it like what it is. It doesn't have to be 'real, just 'believable'.

>>47744289
>Just having everything sitting around...is actually pretty poor

Well, I meant to imply something to the effect of the 'Two-Stag Campaign' mentioned in pic related. By having tools ready to use at your leisure, your story feels more organic since you're always ready to respond to the player, and you can get them invested in a clear-cut story arc over time. Not to downplay the background plotting and flowcharts and stuff (I use them as well).

>> No.47678923 [View]
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47678923

>>47677264

>> No.47023338 [View]
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47023338

>>47023311

>> No.47016599 [View]
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47016599

>>47016587
2/3

>> No.46418215 [View]
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46418215

>> No.46381708 [View]
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46381708

>>46381580
Step two is to take a few minutes and read this shit. Did your friend make the game system, or the story? If it's the second one, prepare for some dickery when he tries to use his inside knowledge to his advantage.
Otherwise, prepare for general dickery from your players. Make your story modular, so that no matter what they decide to do, you can roll with it and easily adjust your already-laid-out plans. This pic is very much related.

>> No.46314460 [View]
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46314460

>>46307228

>> No.46267362 [View]
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46267362

>>46267080
read the module, get familiar with it.
be fair, be consistent
don't be a dick
the party can and will fuck with your plans
its not railroading if they don't notice

>> No.45915563 [View]
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45915563

>>45915355
3/3

>> No.44642170 [View]
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44642170

>>44642158
2/3

>> No.44595757 [View]
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44595757

>>44589748
I've got this thing.

>> No.44411647 [View]
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44411647

>>44411577
the book's writing is not gospel, feel free to change what you want.

prepare for the unexpected.Your players will surprise you, for better or worse.

rulings, not rules.

don't be a dick.

be fair, be consistent.

its not railroading if they don't notice

>> No.44396547 [View]
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44396547

>>44394545

>> No.44387329 [View]
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44387329

>>44387322

>> No.44342470 [View]
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44342470

>>44342244



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