Monday, June 27, 2022

You shouldn’t know everything that will happen

Many DMs talk about “creating the story along with their players.” While this idea sounds nice, it’s rather abstract and difficult to know how to put into practice. 

Here’s a simple way you can think about this: make sure there are “questions” within each session you do not know the answer to beforehand. In other words, you want to make sure the party has interesting and meaningful decisions to make.

For example:

  • Will the players decide to free a demon who has been trapped in a dungeon for hundreds of years?
  • Will the players catch up to the spy who is running to warn their guild?
  • Will the players have enough time to stop the cultists from completing their ritual?
  • Which faction (if any) will the party side with in the upcoming conflict?

In each case, you’ll want to give both sides a fighting chance. Neither outcome should derail the campaign (you’ll notice that none of the examples above are life or death situations). For instance, if the players fail to chase down a spy, they may be able to warn their guild of the party, ensuring they are not surprised going into combat. 

Players want their choices have a genuine effect on the story. The victories the players achieve are meaningful because there was a legitimate chance of failure. 

As a DM, it also help keeps you excited to run the game. It’s super fun to create an interesting choice and wonder what the players will do. This way you’re not just shepherding the players though a predetermined story. The players are helping to form the story with you. If you already know what’s going to happen, what’s the point of playing?

Ideally, we want to give the players as many meaningful choices as possible. But at a minimum, try to make sure each session has at least one key question you do not know the answer to.

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