This is so true and Bryce was on to it early on. Avoid if-then's. It's overwhelming and most often useless until it's a simple A-B branch based on a single trigger. Just prep well and set the stage of "now", while also developing your DMing muscles for creative responses.Which goes back to the if/then issue which often gets brought up here, I guess: You're prescribing when you start writing if/thens into your adventure; I see that clearly now. But I can't help but feel that, as long as scenarios are elastic enough to hold together under a variety of non-linear player solutions, providing one or two specific examples covering the most obvious solutions can't be unhelpful, surely?
This sums it up for me too (I didnt watch the video, but agree with Squeen's words).Where he ended up was 100% correct. Storyteller & railroading is total BS for a DM, but burnout? --- it never really happened to me.
The essence is creating an interesting environment. That's really it. The players wreck it, and then you adjust/expand before the next session.
I like this. You take this and the stories you hear your players telling and you synthesize a bigger picture, which informs some of the choices you may offer the players in the future. The DM as Historian. Yes, I like that.With regards to "storytelling", there is a lot of that the DM does --- but it's all stories that have happened in the PAST. You tell them to yourself while creating content, but the story ends at that moment of "now" when the game is played.
Yeah, but twice isn't too many. The hero is a making his own destiny and then the world happens. You resent it in a book or a movie as well. In that first 15 minutes, they show the hero doing a bunch of awesome shit and you think "damn! I could watch two and a half hours of just this!" But then the world happens. Beloved characters get imprisoned or horribly maimed or have their favourite things taken away. They just want to spend the rest of eternity being epic badasses, but for that to happen, the world needs to be put to rights. As long as you don't force how they do it (or whether they do it at all), this is just you offering a sweet sweet story seed for your players to grow if they so desire. And if they don't like it; fuck 'em. The war goes on with out them in the background, inconveniencing them increasingly at every turn. Eventually Han Solo is going to have to take a break from the Kessel Run to throw his lot in with someone.Twice, I've had armies attack friendly sites the party had an invested interest in saving (forcing them to back-track), but it generally made them grump about being deflected off their chosen course.
Can you unpack this one a bit?This is so true and Bryce was on to it early on. Avoid if-then's. It's overwhelming and most often useless until it's a simple A-B branch based on a single trigger. Just prep well and set the stage of "now", while also developing your DMing muscles for creative responses.
Which has me leaning more and more towards Sandboxes. But it can be a lot of content to create if you want it to be meaningful. (And is also extremely dissatisfying to consumers unless you're prepared to detail every feature on your map). I'm working off of short notes on what's in each Hex and I can often wing it til the end of session and then polish something up for the next, but a week isn't much time for a working person, and more often than not you end up dropping in a Dyson map with maybe some well thought out encounters, but it's unlikely that you'll come up with any truly meaningful interactive traps or tricks or items. The players end up feeling empty when they come away from these experiences. It's the TTRPG equivalent of CRPG grinding.THEY are choosing what is fun or interesting to them, not me...and that is the major thing....because with THEM choosing, its always up in the air for me so I dont hit burnout--Im always just too busy figuring out next session.
The players can't gripe if it is clear that this is as a result of choices they made or failures they had along the way.Twice, I've had armies attack friendly sites the party had an invested interest in saving (forcing them to back-track), but it generally made them grump about being deflected off their chosen course.
I have never done it, but I suspect if you are playtesting a sandbox there needs to be an agreement with the players that they try to stay somewhat on track. They need to take the hooks and complete the scenarios to know if the scenarios work.Also, these sandboxes are a BITCH for playtesting, lol. My guys veared off the Irradiated Paradox test to investigate the Tomb City of the Reptile Kings (due to a throwaway reference I added for flavour while the bard was doing research at the Pantheon Library) which has turned into a gloriously fun, year-long mess of totally unpublishable material.
IME the primary cause of burnout is feeling unappreciated, if the burden of scheduling sessions falls on the DM and players cancel or bow out at the last minute. This isn't really an RPG-specific feeling though, it's something anyone who tries to schedule social events nowadays is subject to.Where he ended up was 100% correct. Storyteller & railroading is total BS for a DM, but burnout? --- it never really happened to me.
North Americans have always been pretty bad about last minute ghosting, but I think things have gotten way worse since Covid. I've listened to a bunch of radio, podcasts, and comedians and read more than a few articles marking the noticeable rise in this bullshit behaviour recently. Restaurants in particular are getting screwed. I've been to a couple of birthdays now where a buddy reserved a table based on RSVP's and maybe 25% showed up. Not cool. The kneejerk response is to point the finger at the Millenials, because hey, fuck 'em I guess, amirite, but Gen X and Z suck just as much at this. Probably Boomers too, but you can't blame them for missing their bridge game because they dropped dead on the way out the door...IME the primary cause of burnout is feeling unappreciated, if the burden of scheduling sessions falls on the DM and players cancel or bow out at the last minute. This isn't really an RPG-specific feeling though, it's something anyone who tries to schedule social events nowadays is subject to.
You can of course refuse to accept the scheduling burden as DM.
I think it sounds far more insightful that it actually is because I mistyped the word "until" instead of "unless". Basically this: I think its fair to say things like "If the battle is going poorly, then the NPC flees [insert direction here]...", or "If the party has a magic-user in it...". These are simple binary tree-decisions based on a broad environmental trigger, and NOT a trigger based on PC actions which are impossible to fully predict. Nor are they an elaborate branching chain reaction.Can you unpack this one a bit?squeen said:This is so true and Bryce was on to it early on. Avoid if-then's. It's overwhelming and most often useless until it's a simple A-B branch based on a single trigger. Just prep well and set the stage of "now", while also developing your DMing muscles for creative responses.
Based on personal experience with sandboxes, I think the "play testing" happens organically during the campaign. Only, much later, have I thought I might break off a piece for publication. This means that the revised version wasn't play-tested "as published", but that's fine.Beoric said:I have never done it, but I suspect if you are playtesting a sandbox there needs to be an agreement with the players that they try to stay somewhat on track. They need to take the hooks and complete the scenarios to know if the scenarios work.
mRNA so-called "vaccines" were, in actually, gene therapy --- that is not a controversial statement. Perhaps we vaccinated are now in a permanent cogitative/energy funk now post-genetic tapering. I thought it was just me (because I am getting older), but if it's happening to folks universally...who knows. China, source of the over-hyped virus, chose not to vaccinate. PM me if you want a video-link to an exotic, sci-fi sounding, speculation on this topic that shook me up.What's alarming is that the usually quite forthright and meticulously punctual Germans started pulling this shit after the pandemic as well, which, I don't even know what this means anymore.
Yeah. To be fair, since it's the known world, I did show them that little strip of wilderness hex map and said "This is the Southwest Tusks". Basically, this is your playground. I made it clear that they could wander out of the sandbox any time they wished, but they were more likely to find meaningful, interrelated content inside the bounds of the box.I have never done it, but I suspect if you are playtesting a sandbox there needs to be an agreement with the players that they try to stay somewhat on track. They need to take the hooks and complete the scenarios to know if the scenarios work.
Time will tell.
I dunno, they went out of the stress of the pandemic and into the stress of War in Europe, the return of Interstate Anarchy, etc. Nobody has dealt with this kind of world in 80 years, and most people are ill prepared to deal with it emotionally, but the Germans may have a better collective memory of what it all is likely to mean. I'm certainly having my own fatalistic, "why bother" moments ATM, and its taking a lot of discipline to stay on task and plan past the next few months.What's alarming is that the usually quite forthright and meticulously punctual Germans started pulling this shit after the pandemic as well, which, I don't even know what this means anymore.
Bluesky was a very pleasant haven for a while, hopefully it won't change too much now that it is open to all comers.Yep. If only the Internet could go back to being the greatest gift humanity has ever granted itself instead of this blasted hellscape of hatred and loneliness. Books like "Infomocracy" (fucking READ this book!) and "The Walkaway" were giving me hope for a post-scarcity society, but then The Upload (Season 3 out now on Amazon!) absolutely stomped on that (charmingly).
anyhoo
See, if I was in your game I would hire someone to do the mining for me, and hire someone to supervise them. Which gives the opportunity to have a mini domain game, with claim jumpers, bandits, etc. But I expect, being a 3.PF game, there isn't a lot of hiring henchmen or men at arms (stat blocks being what they are) - if so, they probably aren't in the habit of thinking that way.There's tons on how to render your Sandbox meaningful. Anyone seen anything on meaningful Looting? You're supposed to do a ton of it pay gp for XP, I thought that would motivate people to turn over every stone and regard large (like more than one building) abandoned ruins as absolute gold mines. But that's exactly it. The players are looking at looting as a mine that has to be laboriously mined and they don't want to do it.
I tried to spice it up with Encounters and plenty of Features to be discovered. But as I've said, I hate running random encounters because I find them tedious. They hate them because of the resource cost, so they're trying to get where they're going without lingering, and as a result, missing all the fun Features they could be unnearthing with their loot.
My answer was to drop in an Archive and a Map Room that allowed them to dig up some hooks to the more prominent Features, but I'm not going to be able to get away with that conceit all the time.