Thursday, September 29, 2016

Preparing for the Unexpected


As a DM,  I spend a large portion of my prep time in an attempt to plan and prepare for the unexpected.  In any given scenario I can imagine, there also exists a number of alternative conclusions that could  result in things taking a sharp turn. Such is the role of the game runner:  to manage the campaign through any number of surprising twists and keep things moving  toward a satisfying end goal.

Here are a couple of classic surprises to consider when you are planning an adventure...

The case of players failing an encounter entirely is a classic "uh oh"  moment.  That's why it is  the first thing to consider and the simplest to prepare for.  Try to imagine how the story could be progressed if the players don't  succeed in their goal.  Make sure there is an appropriate setback as a consequence of the failure,  but also consider the alternatives that might be available for the game to progress.  Don't make encounters where failure is not an option. If you do,  you will  ever forced to either rig the game in the players' favor or face a cataclysmic game over. Neither of these makes for an entertaining outcome.

The other common twist is when the players don't latch on to a plot hook like you had hoped, and choose to approach their quest from a new tack. You can reduce the severity of this problem simply by being aware of ways it could  happen.  Like the example  above,  think about the possibility that your players might take another path.  Write out a couple of alternate routes or methods your players might use to approach a problem,  and then you can be ready if they try  those.

Ultimately there is no way to be prepared for every contingency,  but if you go in with an open mind and spend a little extra time on prepping a backup plan,  you will feel a lot less pressure when you are thrown a curveball during the game itself.  Keep calm and game on.

Happy ventures!


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