100% yes. I believe my players have a much better time when they "find the plot." There are narrative lines to pull, but the key is to allow the players to find these lines in what they believe to be important. I can create as many characters and plot devices as I like, but many times, the players' actions will necessitate a whole new character or route.
This happened in a recent session. I had a location with named NPCs who could help the party escape from a city where they were wanted. Even after all the info on these characters and coming so close (literally one room away), the players decided they wanted to find someone else. Now Patrick Seaworth, an arm-wrestling legend, exists in the world.
That's a good take. I agree that consequences shouldn't happen to spite the players. They made their decisions and had the enjoyment they sought, and as DMs, we're only here to facilitate that.
I think consequences are there to add a sense of scope. It's not a "you didn't do this, so here's your punishment." It's "let's take a look at how your active choices affected the world and figure out how to play in that space together." Maybe 'consequence' wasn't the best word for this discussion.
Let me put this to you -- has there been an instance where you revisited an area or plotline that the players diverted from? If so, how did you do it?
The Background
I run a game that focuses on narrative and roleplay. Often, my players will create their own McGuffin that I will then shift into a primary plot device. This usually takes the party away from some primary plot points and drives the story in a different direction. I feel this all works pretty well because it always allows the players to feel as if they’ve made an important discovery and that they’re driving the story, not me. The downside? This leaves some unresolved threads.
Recently, my players have been asking about those threads and what happened because we didn’t resolve them. I explain that not taking care of them has had consequences that they haven’t been around to see. Essentially, the world continues without them. However, we’ve reached a point in the story (homebrewed) where these threads matter. So we’re going back to see the consequences of unfinished business.
The Discussion
I’d like to see your take on unfinished business and how you represent consequences in the world. Do you allow the story to just move on to the BBEG, or do you make the players feel like their choices matter beyond the immediate session? How do you do either, neither, or something else entirely?
You're welcome! Getting over the nerves will just take time. I've been DMing for about 10 years, and I still feel the impulse to make something amazing immediately. If you're players ever complain, just tell them they can run it. They'll change their tune real quick.
I love making combat difficult for myself, so I use theater of the mind... for everything. I don't use any physical or digital tools either in-person or online.
I've run and played in games that use virtual tabletops (roll20, tabletop sim, foundry), and they all seem to work very well. However, I tend to focus mostly on the narrative and roleplay, so it feels good to do everything via imagination. It works out nicely, because I get to pay more attention to my player's faces and react accordingly. We also made our recent campaign into a podcast, so doing everything verbally helps us create a more cohesive narrative for listeners.
BUT I think theater of the mind works to my strengths as a DM, and it certainly isn't for everyone. I know I'm in a very minuscule minority, but you're welcome to join me at the theater table.
Excellent! I'll be listening on the way home from work!
I think it's always best to look at the modules as guidelines, especially anything from Wizards. Like others have said, the writers can never account for your players.
When it comes to making stuff up on the spot, I have two suggests that might help:
- Give yourself a moment to think. Taking a minute to formulate will never ruin anyone's immersion. I do a podcast, and we edit out the space I give myself to come up with a satisfying answer. Even the professionals take a beat.
- Take notes. You'll never know enough about your NPCs, and you'll always forget some detail you've given them. If you take a note, you can come back to the thing you made up and build on it in the future. That way, the line blurs between what you know (what the module tells you) and what you make up.
Extra advice: Remember that you stepped up to facilitate. That means your players already appreciate the work you're putting in (or at least they should).
Keep it up!
This sound like a really fun idea! I always love to see free, colorful resources. I am interested in seeing more, but the post only links to the single page PDF. I see the links in there, but can you post them for ease of access. (If I'm missing something, please let me know, and I'll edit this comment).
Keep 'em coming!
Bruce, Will, and I set out on our adventure. Will’s musical collaborator, Ryan Springman, created a fantastic theme song for the show. We recorded five episodes and released the first three on August 15, 2022. Somehow, we hit the top 100 of Comedy - Fiction on Apple Podcasts. I still have no clue ho
We've been making the Nother Realm podcast for one whole year, so I decided to write my thoughts up for anyone looking to go on a similar adventure.
Thanks for asking! I used Inkarnate for this one. I've used Wonderdraft in the past, but I like the feel of this simulated hand-drawn map better.
This is the map of Lyr and its surrounding continents. The western subcontinent is the primary location for my current campaign, which is why it's more filled out with location names. This is actually one of two maps I use. The other is more detailed with names for mountain ranges, rivers, and other landmarks.
About the Campaign Setting:
The year is 1190 of the Age of Resonance. Our story begins in the western sub-continent of Lyr, which is currently ruled by the kingdom of Attoria in the north and the Exharkan Protectorate in the south. While these two powers have been enemies for centuries, starting on the continent of Cal’Atas, they are now in the first year of an uneasy truce. Both armies, however, still keep close watch over their shared border.
The people of Attoria come from all races and walks of life, and all are allowed to prosper under the rule of Queen Essylt “Hearthguard” Attore. However, many still remain wary of the Exharkan Protectorate to the south, as there are whispers of an end to the truce with the rulers of the golden city.
Across the kingdom, low hills and temperate forests allow for easy living, but there still remain many unexplored and dangerous regions within Attoria’s borders.
Shameless Self-Promotion:
If you'd like to learn more about the setting, I've got a lot more info, including culture and religion, here.
This campaign is chronicled in Nother Realm, a podcast that is available everywhere!
I really like Tsuro, but when I introduce it to people, they find it boring. I don’t get it! Yes, it’s simple, but you can really use some strategy to influence the board. Maybe my friends just don’t like when I roar at them as our pieces pass.
The artist is Tithi Luadthong (Grandfailure). Their art is available on many stock sites like Adobe Stock.
We release every other week, but I like to post maps, stories, and other homebrewed content instead of just saying, “Episode 538 is out now! Please listen to my stuff!”
I do think it’s important to be a member of a community instead of just using a community. So maybe there’s a criteria of interaction that comes along with self-promotion?
Sorry for jumping into the conversation so late, but what’s the feeling on podcasts? I have a very small one that I’m quite proud of, and I’d love to share it. I don’t think a post for every new episode release should be allowed, but I feel like an occasional post about milestones or information that others could use should be acceptable. In essence, posts intended to engage with everyone instead of just sell to them.