Page 1153 - Pursuit of Pride

8th Dec 2018, 6:00 AM
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Pursuit of Pride
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Author Notes:

Newbiespud 8th Dec 2018, 6:00 AM edit delete
You can be the most flexible, improvisational DM in the world, but hubris will still get you every time.

I, personally, still have a lot to learn.


FanOfMostEverything 8th Dec 2018, 6:07 AM edit delete reply
Heh. It's "Apple Family Reunion" IRL. Fond memories aren't something you can churn out like a factory. They arise organically from having fun together. You don't need grandiose gestures; you just need friends.
Digo Dragon 8th Dec 2018, 12:38 PM edit delete reply
Digo Dragon
Eeyup. All the great stories I have were just stuff that arose from gaming. Never planed things purposely to make a story out of them.
Luke 8th Dec 2018, 6:11 AM edit delete reply
Mutual forgiveness, and mutual understanding.
ZhonLord 8th Dec 2018, 6:13 AM edit delete reply
Hear hear.

I've been running a campaign based on the Lankhmar, City of Thieves books. It's been a lot of fun for my players, but I almost ran the campaign into the ground with a near accident on a risky arc.

I have a player who wanted to be an integral character to the plot, which has resulted in a lot of ability to land plot hooks and keep the party focused, but it also became a dangerous pitfall when the party encountered an event that applied a long-term torment on them. It affects any time they go into combat, and the roleplaying side of it resulted in each one taking it differently and seeking ways to address it that make sense to them. His character went off into a... for lack of better word pocket dimension attuned to his mind, where his personality fragmented a la Raven's mirror in Teen Titans.

The party rallied to help his character pull himself together again, but the setup for how they were supposed to help was so vague and lack-of-direction that several party members were ready to say "enough of this bs" and either have the plot fast forward, or else end the campaign then and there.

I managed to keep it together and get them through it, but it was also a painful lesson. I know full well the feeling of going overboard with one's own ideas and forgetting player engagement.
aerion111 8th Dec 2018, 6:17 AM edit delete reply
There is, to some extent, still a way to 'encourage' such grand stories to happen; Be willing to escalate things into the absurd. Some GMs try to calm down the shenanigans when they get too wild, and that is good for keeping things on track for the plot. But unless the plot is to kill a god, you won't have much god-killing, for example, unless you let the players escalate things until they're face-to-face with a god, going 'I'm gonna kill you!'
Like, some GMs decide to go 'yaknow what? Sure, you can find an explosions-merchant' even though the players were SUPPOSED to solve stuff subtlety.
khyrin 8th Dec 2018, 10:33 AM edit delete reply
This is also known as the Exalted Principle. The g******ed handbook tells you not to be afraid to let your players stomp around in Warstriders(think Gundam), so long as everyone, including the GM is having fun!
Boris Carlot 8th Dec 2018, 6:32 AM edit delete