And here I thought these had run out...
Dear JB:The consensus seems to be that at most you should have outlines and like maybe a half page of notes for your sessions, because “you never know what your players are gonna do!” But the control freak in me is having trouble with all the what ifs that’s surround that Oh I want to write a character that is sly and cunning and slowly the players realize over time they’re not an ally, but what if they just say no to the quests? I want to write a large over arching theme that is happening in a large part of the world, like epic shit, what if they go the other way? I want this item to be special, and the grail quest to get it to be important, and the story ties together, but they decided to create a spa vacation setting and run a business Like it’s easy to just say “just improv bro!” But I find in real life it just doesn’t go that way. Voices, motivations, rolls, dungeons, how do you improv shit that takes time to prepare? Or is it just “well it was a pirate ship, now it’s a village” but everything else stays the same?Is Most Of DMing Improv
Deat IMODI:
There are DMs who swear by their ability to run a game session entirely improvised...and I'm talking a dungeon crawl (no map! just constructed out of their head on the fly!). That's not really how the game was designed to be played, however...if you read the instructions provided in the game manuals, you'll usually see steps like #1 consider theme/scenario, #2 create map, #3 stock map with encounters. I would apply these general steps regardless of whether or not I was running a dungeon, a "wilderness crawl," or some sort of intrigue/social conflict...a "map" can refer to relationships (i.e. connections between NPCs) and/or scenes as well as "physical" locations in the game world.
But, generally speaking, the game always comes back to dungeons. That's why the word is part of the game's title.
Actual play is, of course, fluid...you don't know what choices your players are going to make during the course of the game, and you (as the DM) must be prepared to adapt and respond to their actions. This does require a certain amount of improvisation, but the preparation you do before-hand...the map you create, the notes on what encounters have been stocked...gives you a framework within which to operate. If you know that a half-dozen goblins are throwing dice behind the dungeon door, you have a pretty good idea of what the PCs might hear if they listen at said door...or just kick it in...or scry it and decide to disguise themselves with invisibility or magic...or whatever. If you know that Mayor So-And-So is a reluctant (if murderous) werewolf trying desperately to hide the secret of his curse from the town over which he holds sway (and which he secretly hunts at night), you'll have a pretty good idea of how he reacts to players investigating his predations, thanks to your knowledge of his motivations and the resources he can marshal to help keep his secret.
As the DM, you are creating situations for the players to explore. The more effort you put into developing the game world, the more opportunities you provide for your players.
FOR EXAMPLE: I wrote a tournament adventure for Cauldron that involves a trek upriver (to a dungeon) from a small fishing village. Did I bother to write anything/prep anything for the fishing village? No. So what does this mean if the players decide "Hey, can we go talk to the shopkeeper before we leave for the dungeon?" I'll say, sure, what do you want to buy? And they say "What does he look like, how does he talk, does he have any rumors, blah-blah-blah?" And I'll say something like:
He's a gruff middle-age shopkeeper. He's happy to chat (if you're buying stuff), but he doesn't seem to possess any info pertinent to your quest.
And THAT'S IT. I don't create a character; I don't create a "voice" for this NPC. I certainly don't carry on a conversation 'in character' with the players. I would treat any other NPC they seek out (the tavern owner, the village priest, the local herb-woman...whatever) in the same manner. Sure these NPCs exist in the game, but there's nothing to prep because they aren't pertinent to the situation...the adventure...being presented by the Dungeon Master.
And, honestly, I don't really find this kind of tangential, "off topic" chatter showing up at my table anyway. After all, I run AD&D, and I make sure anyone who sits down at the table knows and understands what we're playing. If they haven't played AD&D before, I always give them a short spiel, something like:
"So, we're playing AD&D here. Your character is an adventurer in a fantasy world full of magic and monsters. Your objective is to find fortune (treasure) and fame without getting killed...usually by going to perilous places (dungeons) that are too dangerous for normal individuals who don't have the skills your character possesses. You'll have to work together with your fellow players...as a team...if you want to be successful."
Something like that. Then I lay out the current situation (the adventure scenario). Even new players seem to "get it" and get down to business...withOUT the need to turn the session into a "spa day."
But I can grok that this info probably isn't that helpful to you IMODI. You're worried about how a (fake) character's personality develops over time. You're concerned with creating "large over-arching themes" and "epic shit." It sounds a lot like you want to write a fantasy novel; perhaps you should go do that instead of playing D&D (you're far more likely to satisfy that particular creative urge through actual storytelling if you don't have to deal with the loose cannons that are your average player).
Here's the truth of D&D play...of real D&D play, mind you, not the wannabe scripted-reality TV play that takes its cues from the Matt Mercer circuit. The TRUTH is that none of your "epic" situation/scenario concepts MEAN ANYTHING to the players at the table. Like, ZERO. If they are of the "old school" persuasion like myself, then they are simply trying to play the game to the best of their ability (i.e. surviving, finding loot, leveling up, etc.). And if they are of this current "new school" variety, they're only concerned with their own individual character, i.e. whether their needs are being met with regard to attention and spotlight gathering. Your "story arc" only means anything to them inasmuch as it gives them a way and reason to perform and stroke their own ego. Which is a pretty sorry way to play D&D (in my opinion), but there are a lot worse ways for people to be spending their time so...have at it.
SO, regardless of what edition you play, prep what you need to run the scenario you've got, and then be prepared to roll with the punches. That is the way of the DM. Don't worry so much about making things "epic;" D&D happens at a small scale. It zooms in on individuals, their individual choices and actions...and the results of those actions. All that "epic" stuff? That's just background noise (if that, even). You can decide whether or not any kind of "story" got told AFTER the game session is over.
Sincerely,
JB