Posted: Wed Oct 26, 2011 6:19 pm
I’ve been avoiding this because something has really been bugging me about a lot of the things being discussed. Perhaps it is the DM in me that thinks, “that’s not the way it is supposed to work.” Then again, I’ve had to deal with the player who wanted to have a bison as her mount.
So if player A wants to go on a side quest for the Katana and player’s B, C, D & E don’t, you have to look at the DM strangely. This really should be Side Quest Design 102. First we need to look at the party, the collective of players involved. For a moment I’m going to shift into music, because music, like role playing, involves the interaction of several people who all need to be happy with what they are doing.
In Jazz, everyone gets to be the soloist and the rest wait for their turn each providing a minimal role.
Jazz sort of sucks for role playing.
In pre-Baroque Polyphony, everyone has their own unique melody line to play at the same time.
That’s a real bitch for the DM to make everyone working on their quests actively at the same time.
So you need a blend of the two. You need to place hooks in every side quest that sparks the interest of all the other players. Player A may get his high priority, but the other players manage to get a lower priority that is interesting enough to hook them into it. This in turn can be rotated among the players.
The point is that the DM knows the world; he also knows the players. Like the old example from the Hitchhiker’s Guide to the Galaxy, this little world is sort of designed FOR THE PLAYER’S CHARACTERS. Some adjusting, tweaking and dare I say kit bashing may be required. Doing that, while flying by the seat of your pants, is what makes a DM a fantastic DM.
So if player A wants to go on a side quest for the Katana and player’s B, C, D & E don’t, you have to look at the DM strangely. This really should be Side Quest Design 102. First we need to look at the party, the collective of players involved. For a moment I’m going to shift into music, because music, like role playing, involves the interaction of several people who all need to be happy with what they are doing.
In Jazz, everyone gets to be the soloist and the rest wait for their turn each providing a minimal role.
Jazz sort of sucks for role playing.
In pre-Baroque Polyphony, everyone has their own unique melody line to play at the same time.
That’s a real bitch for the DM to make everyone working on their quests actively at the same time.
So you need a blend of the two. You need to place hooks in every side quest that sparks the interest of all the other players. Player A may get his high priority, but the other players manage to get a lower priority that is interesting enough to hook them into it. This in turn can be rotated among the players.
The point is that the DM knows the world; he also knows the players. Like the old example from the Hitchhiker’s Guide to the Galaxy, this little world is sort of designed FOR THE PLAYER’S CHARACTERS. Some adjusting, tweaking and dare I say kit bashing may be required. Doing that, while flying by the seat of your pants, is what makes a DM a fantastic DM.