This Dungeon Master strategy rewired my brain

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Ginny Di

Ginny Di

27 күн бұрын

Get "The Game Master's Handbook of Proactive Roleplaying": www.amazon.com/Game-Masters-H...
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@GinnyDi
@GinnyDi 25 күн бұрын
Just learned that the authors of this book have a free community for GMs to discuss and improve their craft! Could be a good resource if you plan to try out these techniques at your own table: gamemasterlaboratory.com
@IANRoberts-ug6sq
@IANRoberts-ug6sq 25 күн бұрын
Recieved this book as an Xmas gift from a friend. Very interesting.
@ProjectChimeraEnhancedCo-cc2th
@ProjectChimeraEnhancedCo-cc2th 25 күн бұрын
So I'm really glad that helps you, but from where I'm sitting as a GM, this doesn't really save any significant prep time. I've also been running games over 3 decades... what this objective achieves is it gives you a start point the characters/players have some kind of vested interest in. You still need to do all your plot and encounter building around all of that... so this saves you maybe 2 min to decide what the impetus for the adventure is, and in some cases it may not even save that if you have to pull teeth to get players on board with this kind of format. What I've done in my game system is have players make what I call personal stakes, which are things the players care about and have goals around. It could be anything, and the GM is able to use that as impetus or not as they prefer when designing adventures. Where this matters is that players gain mechanical benefits and detractions when their personal stakes become involved so they have a vested interest in making sure and justifying their behaviors about the things they care about. This provides all the utility but doesn't force the GM to revolve the plot around the PCs necessarily, which can end up being just as boring/repetitive/immersion breaking as never doing that. The key here, I think as a game system designer and decades of GMing experience is to have a balance between the two where the PCs are not always the most important thing going on, and times when they are. This makes for feelings of achievement and motive to really appeal to any kind of player and it's less predictable and more believable regarding plot structure. There are both internal and external motivations to work with and you can push or let the PCs pursue as needed for the pacing of the table. PC's currently in a choice quagmire? Drop a bombshell on them that forces them to react... PCs currently wanting to pursue a specific goal? Give them reactions to what happens. No two tables are going to be exactly alike in wants/needs/desires and pacing needs can change mid session, let alone week to week or table to table. I would say what you're saying isn't at all "BETTER" but it's instead another tool you should have in your box. I do get why this can "feel" liberating at first by not having the tool for so long, and now you want to use it all the time, but the key for a master craftsman is to use the right tool for the right job, and that means sometimes using this format you are excited about GD, and also bringing in more structured events. Either way I feel like what's important here isn't what area you start with or end up at, so long as you get those organic moments of fun, and if you're any good as a GM and your players are at all creative those moments are going to come up more often than not anyway. I've been doing this for decades and I can say for certain it doesn't matter what you prep or didn't prep, or how, but there's going to be that one NPC the players latch onto that was not even in your notes a little, and there's going to be a cool moment where PCs massively succeed or fail in spectacular, status quo altering ways, and none of that matters based on what you started with, player goals or a big bad. Those things just happen, and they are the "fun" game part of the game, and that's what is really important. I would say GMs will again, be better equipped if they use both methods in tandem. Not everything should always be about the players, but some things should, and allowing that to happen at the table and put some thought into how is just something I'd recommend as normal prep. If you, as a GM, need to figure out what the motivations of all the NPCs are, shouldn't you also understand the needs and motivations of the players are to build that cooperative story around? Seems to me like that's the better approach, do both, not one or the other.
@kooolainebulger8117
@kooolainebulger8117 25 күн бұрын
my crew is in a proactive campaign
@TrueAryador
@TrueAryador 25 күн бұрын
That's one of the reason I always push for sandbox play. No predetermined story, adventure book or what have you. Any other way of playing hinder the one and only quality ttrpgs have over all other media : the combination of freedom and creativity. This is also why taking control of a PC as a DM regardless of how it's done is a big nono but that the other way around is ok if not over used. (because the first stops playing while the other just temporarily lose some of it's near omni potency) Also...It's way easier for players to be invested in what they wanna do then what you want them to do. It's also more respectful of the cooperative nature of the game and the players by actually letting them have some of the responsibilities. Who would have guessed that a game meant to put the spotlight on a group would run more smoothly by letting said group decide what they want to do ? Almost sounds like taking all the responsibilities and imposing near everything on everyone else on what is supposed to be a cooperative effort is a toxic practice... Who would have guessed eh ? No seriously I am more pissed at every single ttrpgs group who think the dm decides everything and thus can do whatever the fuck they want. Glad you had such an easy time realizing and accepting you were doing it wrong. That's no small feat most people can't admit it to themselves let alone broadcast it.
@sebastianevangelista4921
@sebastianevangelista4921 25 күн бұрын
It's really cool that you wrote the foreward to that book and I think that it would be awesome if you wrote your very own book!
@carlfishy
@carlfishy 25 күн бұрын
Most of my players are people I know from work, so I'm giggling a little at the idea of sitting them down and saying "OK, I want each of you to set goals for your characters. Ideally they should be SMART: Specific, Measurable, Achievable, Relevant, and Time-Bound. Every couple of months we'll check in to see how you're tracking on your goals and whether they need to be adjusted." I suspect they would burn me at the stake. "Helen. I noticed that Xyrelle is only tracking at a 0.5 on her 'avenge my parents' OKR. What can we do to bring this up to a 0.7?"
@connorkennedy1794
@connorkennedy1794 25 күн бұрын
Hahaha! Buisnesses and Banshees? Accountants and Aboleths? Spreadsheets and Sphinxes?
@kasane1337
@kasane1337 25 күн бұрын
Interestingly, I learned SMART from my therapist - but I'm probably not going to sit him down for a TTRPG session anyway, so it's not going to get as awkward ;D
@carlfishy
@carlfishy 25 күн бұрын
@@connorkennedy1794 In the 1979 AD&D dungeon masters guide there's a cartoon of a group of wizards and warriors sitting around a table rolling dice with the caption "It's a great new fantasy role-playing game. We pretend we're workers and students in and industrialized and technological society."
@annereynolds7930
@annereynolds7930 24 күн бұрын
That was my first reaction, too. I love the image you've painted here. It really got me giggling this morning.
@connorkennedy1794
@connorkennedy1794 24 күн бұрын
@@carlfishy I own a module with a reference like that, too. I think it was What Ho! Frog Demons! Which has a battlefield haunted by ghostly generals playing war games like D&D with dice.
@Geeves28
@Geeves28 25 күн бұрын
This is similar to something Brennan once said. "Railroad vs player agency is a false dichotomy. A good campaign is a railroad... made of rails and spikes that your players give you. "
@TheTerrainWizard
@TheTerrainWizard 25 күн бұрын
It can be validly argued that as soon as a player sits down to play D&D with another human, they are in a railroad.
@mkklassicmk3895
@mkklassicmk3895 24 күн бұрын
A railroad is just an adventure/campaign that follows an already decided path and gives little to no ability to deviate from it.
@ShasLaMontyr
@ShasLaMontyr 24 күн бұрын
@@mkklassicmk3895 which is fine if the players are the one deciding the direction the track is being laid in. I honestly prefer to play and DM stuff I've prepared for than stuff improvised at random because the latter just won't have the same confidence or thought put into it.
@mkklassicmk3895
@mkklassicmk3895 24 күн бұрын
@@ShasLaMontyr If the players are creating the track then it's not a railroad. A railroad implies the track is already set.
@ShasLaMontyr
@ShasLaMontyr 24 күн бұрын
​@@mkklassicmk3895 I think it matters more about how far ahead the track is set without the potential for deviation than if there's a track or not. I mentioned in an earier comment that my players decided on like 15 campaign goals (3 each) when doing their character back stories. So some major destinations on the journey of my campaign are known to me and I can start planning elements of them. The track between them all is not set though. I like to have the track laid ahead up a certain distance because I want to have nice maps, minis prepared for the fights, some actual NPCs with something behind them. Why we're here though is all because of players wanting to be here, and I see it as my role as the DM to make where they want to go interesting to get to and interesting when they get there. Based on how what they decide up to where my prep ends will inform me on how to continue my prep, should it veer towards one thing or another. I just don't like how Rail Roading as a term gets thrown around for not having every single session be an Improvised jumble of half thought out ideas as if that's going to be better.
@wibe1n
@wibe1n 25 күн бұрын
The more I delve into the world of DnD I realize just how different my first campaign was. This is basically how we played. The Gm presented us a world and just said "What do we want to do?" So we ended up building a castle for us and creating our own crime syndicate. There were all kinds of plots surrounding the creation of the crime syndicate and it was awesome. But I do give props that our gm was incredible at improvising and coming up with stuff on the spot. I must say I'm really glad my first game was so unorthodox.
@GinnyDi
@GinnyDi 25 күн бұрын
That's awesome! What a fun first experience
@iananelson8256
@iananelson8256 24 күн бұрын
@@googiegress7459 Nothing new there. Orthodoxy is always generational.
@kotzpenner
@kotzpenner 24 күн бұрын
For me it's weird, as a GM I prefer sandboxes and as a player, I prefer more story. I try to give my players as much free reign as possible. I try to steer them towards interesting stuff, but if you wanna go fishing for 3 hours, that's cool, too.
@trequor
@trequor 23 күн бұрын
This is how I prefer to run DnD. Most players cant handle it, especially semi experienced ones. They just look for plot hooks
@valasdarkholme6255
@valasdarkholme6255 21 күн бұрын
Mine were a lot like that too, despite my teenage GM failings. I didn't encounter a proper railroad adventure until years after I started GMing. I had a level 1 dungeon crawl for D&D, then some VtM "by night" adventures, which are NPCs relationships web urban sandboxes. Around the time I tried the more railroady adventures (and didn't like them much) I also discovered the Alexandrian. Player-driven campaigns are so much more fun.
@thisjust10
@thisjust10 25 күн бұрын
The good is reactive evil is proactive line is something that was ingrained in me when I was younger, to the point that even when I ran an evil game I was like oh you guys are the driving force now not me and it was super fun. I eventually learned to include some of that stuff in my "regular" games too, And I love that you mentioned that too 🖤
@GinnyDi
@GinnyDi 25 күн бұрын
It is super eye-opening to run an 'evil' game and see how different planning is!
@wickedly1
@wickedly1 25 күн бұрын
When I ran Waterdeep: Dragon Heist, all villains were in play, and all of them were run by players. Considered one of my best games I ever ran because of how... reactive and proactive the Villains were. Tells me that great villains are both reactive and proactive. Downside to this side of play is... sometimes no good deed goes unpunished.
@ikemoritz1425
@ikemoritz1425 25 күн бұрын
This is really good advice to long-form campaigns! But for anyone interested in episodic campaigns or one shots, where PCs have less agency over their goals, consider giving your hero One Dramatic Question about their identity. Questions like “Will the hero’s faith in the aristocracy survive once they venture beyond the palace walls?” “Will the hero embrace or reject their complicated family legacy?” “Will the hero let go of their feelings of guilt and open their heart to a found family?” "Will the hero stop being a self-interested hustler and help out the plucky rebels?" are some common, tropey examples. Using The One Dramatic Question gives you the following benefits: -It is easy to demonstrate your character's answer to their One Dramatic Question changing over time, creating dynamic character arcs emergently. -It is an effective roleplay lens, encouraging you to think about how you can "eek out" ways of demonstrating your PC's answer to their One Dramatic Question in various generic scenes without specifically needing to plan a scene about answering your One Dramatic Question. -It is easy for other players to understand and pick up on. Deep psychological conflicts can be satisfying in books and films, but can be hard to roleplay in a way that other players can clock and meaningfully respond to. However, One Dramatic Question makes the most interesting part of your character extremely obvious and easy for other players to meaningfully interact with. -Dramatic Questions are... well, dramatic. WILL the hero turn against the monarchy after seeing the plight of the commoner? WILL the hero take up the name of their evil father? WILL the hero break down and embrace their party members after a ferocious battle? WILL the hero sell out the resistance for a massive reward? The answer is *usually* that the PC will choose the heroic option, but the uncertainty as to what circumstances will prompt/inform their dramatic choice, alongside the vague possibility that they might *not* make the heroic choice is compelling drama.
@pand1024
@pand1024 25 күн бұрын
Is this based on something? I need to save this somewhere.
@GinnyDi
@GinnyDi 25 күн бұрын
Super interesting mechanic! It can feel unsatisfying making all these goals for a oneshot character, knowing that it's extremely unlikely that you'll ever see them come to fruition. This is a cool fix for that 🥰
@ikemoritz1425
@ikemoritz1425 24 күн бұрын
@@pand1024 Kind of roundabout answer, but it's essentially a different way of thinking about the normal "Your character needs a goal!" and "You character needs to have wants vs. needs" advice you hear about writing books and screenplays. The KZbinr LocalScriptMan talks about it a lot, but it's more from a screenwriting perspective than a ttRPG one. Basically, his thesis is that stories are a vehicle for demonstrating character... the ways characters evolve, the ways they refuse to evolve, what makes them change their mind about something important, what makes them dig in harder... And that by focusing on goals, wants, needs, backstory, etc; you're kind of missing the forest for the trees when it comes to making a compelling character. What you *really* want is give your character A Big Dramatic Question about who they are, and then write scenes that challenge and inform their answer to that question, so at the end when they make The Biggest Most Dramatic Decision They Can Make, showing the climax of their journey, the audience understands why their ultimate decision is so meaningful. This is a vast oversimplification, but I highly recommend you check out his channel. I just like it for ttRPGs because it helps me remember what the core of the character is really about, it makes it easy for me to communicate to my GM what kind of scenes would help explore this core conflict, and because it seems to be approachable for other players.
@AnaMahsati
@AnaMahsati 23 күн бұрын
That last part about the vague possibility of not choosing heroic endings reminded me of Chutney and Santa Claus from CR.
@saskiascott8181
@saskiascott8181 20 күн бұрын
This is great!
@Zahaqiel
@Zahaqiel 25 күн бұрын
You might need to couple it with some mandatory inter-character connections otherwise players will wind up pulling in some different directions (everyone knows the trope of the adventuring party that just all coincidentally shows up at the same tavern, has exactly zero in common or to connect them, but still has to somehow be an adventuring party because that's who the players created). In the RPG Spire, every class has a set of "Bonds" that they start with - a connection to an NPC, and a connection to one other PC. For example the Bound (a rogue-type class) starts with a bond to an individual "member of the downtrodden underclass" in the city that the game is set - an NPC who the player has to give a name, and also name a thing that's most important to that NPC. Additionally they need to have a bond with another PC who rescued them from a dangerous situation, which the player also has to describe. A Knight (actually more of a sword-wielding tavern gang member, but who's legally allowed to carry a sword) starts with a squire NPC who they have to name, and identify whether they're idealistic or cynical about being a knight, and a PC they regularly go drinking with, and the player has to describe the wildest things they got up to on one of their legendary nights out. That kind of setup means that the character already exists in a context that is relevant to the game at hand, and the other characters in the group. So when they start articulating their goals, other PCs are likely to factor into those goals, and there are NPCs likely already involved in those goals too.
@Vinemaple
@Vinemaple 25 күн бұрын
Zee Bashew has a video called "How I GM" that lays out a simple way to do this. It also contains references to the sources that inspired him to create that method. Basically, he comes up with some prompts that help the players make up party dynamics and a party backstory on the spot.
@GinnyDi
@GinnyDi 25 күн бұрын
Totally agree. I'll always encourage players to give their characters connections to other party members because it just makes rp so much more interesting and multi-layered. But you're right - in this style of game it REALLY helps to lower the chance that you create a round robin of character goal arcs 😂
@trimagnus
@trimagnus 25 күн бұрын
@@GinnyDi Does the book have guidelines around this at all? Like, is there mention of having shared party-wide goals? It probably wouldn't be too hard to add, but I am curious if the authors thought about this. Thanks for the video! I'd never thought about running a game like this, but now it's all I want to do!
@LupineShadowOmega
@LupineShadowOmega 24 күн бұрын
@@trimagnus I'd look into some of the Powered by The Apocalypse games. Those games run entirely on character bonds, goals, and outlooks. And there is a lot there that you can reverse into any system.
@trequor
@trequor 23 күн бұрын
I dont consider this a problem. If the party splits roll up new characters. It's a natura ending
@TonySamedi
@TonySamedi 25 күн бұрын
I remember ages ago, Wizard magazine did a special issue on villains of comics, and there was a whole ass essay on the issues about comics being the same villains act, heroes react thing. It pointed out that it's actually the opposite in most old legends. Gilgamesh wants immortality. Odysseus just wants to get home.Orpheus wants Eurydice to live again. In the oldest tales, heroes were the ones with the goal, and villains were the ones who somehow prevented that goal.
@notthephonz
@notthephonz 25 күн бұрын
I suppose in that case, “acting” or “reacting” depends on where you start the story. Is Orpheus being active because he pursues Eurydice, or is he being reactive because he is reacting to her death?
@TonySamedi
@TonySamedi 25 күн бұрын
@@notthephonz True, but I'd say "acting" and "reacting" in this case means more who has the main motivation for the story. Or maybe "Whose actions drive the story forward" is the "actor" Yeah ,Orpheus is reacting to her death, but her death wasn't some plot by Hades, it's just she stepped on a viper and it bit her. Orpheus is the one who decides to, and undertakes the quest to, bring her back to life. Even in a story where the actions do all start because of an antagonist, like the Labors Of Hercules. It's more about "Herc must accomplish these tasks for his concept of atonement" not "Hera did this to hurt Herc"
@GinnyDi
@GinnyDi 25 күн бұрын
When you see it written out like that, it feels so obvious but I never realized! That's a great reference point to work from 🥰
@Zetact_
@Zetact_ 24 күн бұрын
It was largely as a result of a different world, where "the norm" was harsh wilderness and struggling to survive. But it's difficult to say "most." Labors of Heracles, the Trojan War, Beowulf, the Ramayana (and Mahabharata), the Tain bo Cualinge, etc. there are just as many high profile ancient stories where the hero is reacting to an outside force that changes the normal living state.
@BalooSJ
@BalooSJ 23 күн бұрын
I think that's at least partially because myth tends to be about "How did we get to this point?" which means the world was one way, and someone made an effort to change it to be another way. RPGs often rely on a pre-existing setting, and there's a vested interest in keeping that setting more or less as is (because doing otherwise is making parts of the older material less useful). That's why published adventures often deal with averting changes to the status quo, or at least minimizing those changes and making them go your way.
@zeedar412
@zeedar412 25 күн бұрын
If there is one thing I know, it's that Ginny doesn't care if I buy this book.
@GinnyDi
@GinnyDi 25 күн бұрын
😂😂 I wanted to be absolutely sure people knew so I appreciate this comment more than you know
@kevinbroussard8136
@kevinbroussard8136 21 күн бұрын
I found it in a Barnes & Nobles, and I did NOT buy it lol I probably will sometime soon, but not yet!
@zibadian467
@zibadian467 25 күн бұрын
My most memorable campaign was where the players started out with a "classic D&D" style (reactive players). And then one player saw they chose "brewing" as proficiency (AD&D2), and asked me if they could use that to create new beers. I said "yes". Then the campaign changed to where the party created new beers and tried to license them to breweries. Each session was encounters to ingratiate the party to stubborn breweries, to "handle" rivals, to keep their distribution network safe, etc. Instead of getting money from treasures the characters got money from the breweries, which sold their beers.
@paulshelton5309
@paulshelton5309 18 күн бұрын
I remember hearing about a story like this in a Reddit comment years ago and was thinking of it halfway through the video. It may have been your story!
@lizardkyng
@lizardkyng 14 күн бұрын
Our current Firefly rpg game a large part of it is us brewing vodka on an abandoned base we found on an asteroid. GM never saw it coming but rolled with it wonderfully.
@Lars-ty8es
@Lars-ty8es 14 күн бұрын
This sounds great and it's exactly what improvising the game on players goals is like.😃
@biofoot7874
@biofoot7874 25 күн бұрын
You've been here the whole time! The only way to learn is by playing, only way to win is by learning and the only way to begin is by beginning
@autumnmarilyn5216
@autumnmarilyn5216 25 күн бұрын
Everybody do the Ginny Di-nis 💃🕺
@shadesofnier1
@shadesofnier1 25 күн бұрын
The Gini-Dis is a dance
@johnosullivan1680
@johnosullivan1680 25 күн бұрын
Everybody is a Ginny Di-nius!
@andrecanis4894
@andrecanis4894 25 күн бұрын
⁠Who knows it in advance!
@GinnyDi
@GinnyDi 24 күн бұрын
I'M READY FOR A GAAAAME CHANGERRRRR
@deeps6979
@deeps6979 25 күн бұрын
While this seems like a fabulous idea, the hard part about it is *getting the players to be proactive.* I tried to get goals early on, and aside from one player's vengeance plot, everyone mostly abdicated goals to me anyway. Long-term or undefined goals. And I can't really blame them too harshly. I've been on the other side of it. I just wanted to play my lizardman fisher lad and bonk things. He had no long term goals, and his short term was mostly about protecting his half-brother. There wasn't enough world or plot to hook into to make those variable-term goals. It was difficult to dredge up anything interesting without adopting a random roll table for additional context. Admittedly, that did make some "interesting" hooks, but it felt really forced.
@jameswilletts8885
@jameswilletts8885 25 күн бұрын
Hey there! I agree, and with systems that aren’t already set up to encourage this kind of proactive mindset (like Blades in the Dark, Fate, Masks…), it’s much easier to work it into the session zero. And your exact concern is in the book! Totally worth a read. 😁
@paulpostel8110
@paulpostel8110 25 күн бұрын
That is exactly my problem. When I try to get players to think beyond “I want to be all-powerful” I get crickets. ME: “But WHY does your sorcerer want to be all-powerful, and what does that even mean? What is his motivation?” PLAYER: “What? I don’t know…he just wants to. Why does he need a reason?” This book sounds great for players who are into story and RP. But some groups, like mine, just don’t get story. It’s a game to them, not a story-telling vehicle.
@waapfu
@waapfu 25 күн бұрын
@@paulpostel8110 even in the context of it just being a game there are loads of player goals just within the bounds of accruing power that could be fun, like becoming a lich, gaining powerful allies, defeating a specific foe, or owning a castle. ultimately though if they just wanna hit things with a stick then level up, so be it. hit with stick fun.
@GinnyDi
@GinnyDi 25 күн бұрын
I hear this a lot from other DMs and I definitely agree that this approach only works if your players are willing to put some thought and work into setting their own goals. You can't play a proactive character without being a proactive player. If you really want to run a game like this, it has to start with a bit of tough love open communication 😅 I don't think players realize how demanding they're being of their DM until you sit them down and spell it out for them. Then, if they agree to be part of the game, they know what is expected of them.
@amyloriley
@amyloriley 25 күн бұрын
@@GinnyDi Oh, they *DO* know how demanding it is. That's why none of them want to DM.
@laurelrhinehardt5160
@laurelrhinehardt5160 24 күн бұрын
I’m a first-time DM but a long-time novelist who knew this in theory, but have been struggling to put it into practice. I keep putting plot hooks in front of them related to their goals, but haven’t been able to get them to really DO anything. Last session, I gave them a bulletin board and told them to try to put together all the information about the world that they know so far, and come up with a game plan. They gave me a whole list of goals and action items they want to do next session, and have said that they’re going to keep using it throughout the campaign as a communal notes section. It’s made prepping SO much easier!!
@martmantzt
@martmantzt 25 күн бұрын
"Redistributing the creative load" I think is a great way to encapsulate this approach. I burnt out more than once running campaigns, and I subscribe to a "less is more" approach when it comes to game prep. Most recently, I've been running a World of Darkness game where my PCs keep finding these news articles that are actually summaries of one shots I've run over the last 20 years. Anytime they want to "follow up" on these articles, I just imagine what the place looks like 20 years later and run with it. It's super fun because it puts them in the driver's seat as to what leads they want to investigate and I inject the story regardless of what lead they end up following.
@juriaan13
@juriaan13 25 күн бұрын
WOD. is a amazing game. What city is your campaign in?
@martmantzt
@martmantzt 20 күн бұрын
@@juriaan13 I come from Ottawa, Canada, so I've been homebrewing my own Ottawa setting since 2008.
@jonathanfesmiresteampunkau6983
@jonathanfesmiresteampunkau6983 27 күн бұрын
I have it! Great book. My best friend (and DM) and I were talking about it the other day. As an author, I can say that it reflects the way we think when giving our protagonists agency in their stories.
@nepocrates
@nepocrates 25 күн бұрын
I just kinda chuckled to myself as one I am old enough to have played chainmail, I had the red and blue book, owned a set of blue exploding dice filled in with white crayone and know what THACO means. When I finally got into DMing I started with warhammer fantasy where there was no reason to or not to do anything except for selfish reasons for the player characters. sometimes my players were the hero, sometime the villain and sometimes they were neither. It was up to me to keep a living world going and not force the players down a certain path. it is weird how far we have come in gaming and how much has been forgotten. I have passed the GM mantle on to my daughter and told her to all about this channel. I kibitz with her to help her keep her session enjoyable. Thank you for this resource, keep dem dice rolling and remember "If stupidity got you into this situation maybe stupidity can get you out."
@JJLom777
@JJLom777 24 күн бұрын
Yup! I'm with you, brother.
@jordanvanness7586
@jordanvanness7586 25 күн бұрын
I think this is an excellent approach to a certain way of running D&D, so long as the group is set on running D&D that way. Players who approach D&D because they want to be the protagonists of a heroic story may love being given the reigns of a table driven by proactive roleplaying and clearer guidelines on how to take part in it. Players who approach D&D because they want to explore the unknown and overcome diegetic challenges may feel less rewarded by overcoming an obstacle when they put it there themselves DMs who approach D&D because they want to enable their friends' epic story may love the relief of proactive roleplaying causing no effort to go to waste and granting the confidence that they're doing what their players want. DMs who approach D&D because they want to engage in worldbuilding, storytelling, and challenge designing may feel underappreciated when their role is relegated to serving as the facilitator of the players' ideas of worldbuilding, storytelling, and challenge designing rather than their own. My theory of these differing approaches is that D&D experiences exist on a spectrum between "D&D is improvising a heroic storytelling experience" and "D&D is playing a game of simulated adventuring". On the "story" side, players are more likely to use framings like "the plot", "the story", "the main characters / protagonists", "character motivations", "the spotlight", "scenes", "narrative milestones", etc. From that perspective, it is highly beneficial to look to theatre, improv, literature, and live performance in general to seek ways to improve. Characters being able to proactively direct the game using their motivations makes sense. Improv isn't about following a script, it's about listening to each other and taking it upon yourself to introduce new ideas. On the "game" side, players are more likely to use framings like "the dungeon", "exploration nodes", "player roles", "resource management", "procedures", "resolution mechanics", "[hex/point/path/city/dungeon] crawl", "random tables", "experience point value", etc. From that perspective, it is highly beneficial to look to board games, video games, and game theory in general to seek ways to improve. Players being able to alter the direction of the game based on what their game token _wants_ might not make sense from this perspective. I would like to see more discussion and clearer distinction around the differences between these approaches to D&D, as I think it would allow for better improvement on both ends. Having a better idea of what is/isn't important to the game based on how you play is what leads to great insights like the ones Ginny shares here for "story" games.
@annereynolds7930
@annereynolds7930 24 күн бұрын
I appreciate the way you're framing this concept. It reminds me of several tables I've sat at. Worst-case scenarios: half your players are "story" oriented and half are "game" oriented OR your GM leans one way and the players lean the other way.
@samihietanen2605
@samihietanen2605 24 күн бұрын
Great take on this matter! I was about to write the same thing in response to Ginny seeing "no downsides" to the approach specified in the video. I'd ask, what about *DM* agency? If the only stories that matter were the ones told by the players, where's the fun for the DM? I'm a storyteller and worldbuilder at heart, which made me fall in love with D&D in the first place. I *really* don't mind prepping factions or locations that my players might never meet - I get my kicks from creating a cohesive world with rich lore. That doesn't negate player agency, it just sets certain boundaries for them - which my players really appreciate, I've been told. Without my framework, we would have a party consisting of Farty McJokester, Mary Sue Powerz and Just Some Guy. 😅 The magic happens when we tell the story *together*.
@egilbugge6797
@egilbugge6797 24 күн бұрын
@@samihietanen2605 I am the kind of GM that loves listening to the players, following their lead. I prep very little (or nothing) and improvise heavily. Basically this hobby did not «click» for me until I stepped away from D&D and GMed Blades in the Dark. I love how this hobby supports so many different takes on it. It complicates opinions and tips about GMing though because they always come with the (unspoken) asterix «this is not guaranteed to work for you or your table though»
@Pneumanon
@Pneumanon 21 күн бұрын
@@samihietanen2605 I don't see it as an either/or thing. In creating factions, the DM has the agency to set up their story by creating factions with opposing goals and motivations. Then those factions go about pursuing their goals, while the players pursue theirs. This creates the conditions for the story to actually play out at the table, where everyone- DM included- discover what the story is together as they play.
@vickieden1973
@vickieden1973 20 күн бұрын
Yeah, the strategy outlined in the video only works-as a sole strategy-with the right players and GM :) I know I'd never have been able to run a game entirely that way, because 90% of the guys I used to game with (I've since moved country and haven't got a new group together) struggled to even give me a motivation for why the character was an adventurer (the worst would always be "I'm adventuring to FiNd MySeLf..."). Or they'll give me a backstory, and then totally forget about it by the end of session 2 (and even ignore stuff that was added in for them) because their characters motivations have already changed and they just haven't noticed. Despite sometimes making my job very difficult, I like my friends too much to try to force them to give me constant goal updates ;)
@annereynolds7930
@annereynolds7930 25 күн бұрын
This system is exactly like SMART goals in business. This type of goal setting has been around for decades. In my experience, most employees and managers actively dislike annual goal setting. I also remember buying a book about a decade ago that included short-, medium-, and long-term goal setting exercises for your personal life. It was incredibly difficult to create those goals beyond the extreme short term (i.e. the next week) and the extreme long-term (i.e. some life change years from now). I can't imagine putting in the effort for a D&D character who is just setting out in life. Have you tried asking a recent college grad what their short-, medium-, and long-term goals are? Are they specific and measurable? What are the first steps to achieving those goals? They don't know. Now add in the concept that the GM may have created the world so you may not even know all the options available to you. I'm not trying to negate this approach - just pointing out that this process may not be as slam-dunk for a lot of people as you make it sound.
@stever.8029
@stever.8029 25 күн бұрын
@annereynolds7930 This is exactly what I was thinking. I despise SMART Goals at work, and I have no intention of incorporating them into my game. D&D is really a simple game at its core, IMHO.
@Gromhyr
@Gromhyr 25 күн бұрын
This. I came here to say this!
@waapfu
@waapfu 25 күн бұрын
The common negative gut reaction to this kind of format is a really good point. This shouldn't be as hard as real-life goal planning because it's a game you're playing for fun and you ideally can just change your mind later, but the format doesn't get that across. I think framing it as making a list of things that you think would be fun to do could be a way of removing pressure from the decisions, but what works for what players is always gonna vary.
@Gromhyr
@Gromhyr 25 күн бұрын
So, i've played in a game where we were given agency. And i found it very unenjoyable. I constanrly felt lost and not sure what to do next as none of my goals seemed to fit. Its not for everyone but that's not a bad thing. Everyone's table is different. But saying it has no downsides just isn't the case, which is a shame as I feel like Ginny didn't give this the consideration she normally does.
@101Mant
@101Mant 22 күн бұрын
As someone who also hates these goals at work I think there is a really important difference. The players can co-create the world of the GM is willing, and I think they have to be for this to really work. If I want my character to overthrow the evil ruler who stole my family's lands, I don't have to worry if this is an option, I tell the GM we discuss it and now there is an evil ruler who stole my family's lands. If you establish strong preexisting relationships between the PCs you also get a bunch of goals by proxy. Maybe your PC is the childhood friend of the guy who wants to overthrow the evil ruler so now you have that goal to do that too, or maybe just to try and keep him alive while he tries. You need to do a lot of coordination up front to make sure the party isnt pulled apart but players goals can inspire each other and help those having a harder time. SMART goals usually suck because someone just sticks a form in front of you and tells you to fill it in and then everyone ignores it. This needs to be an interactive group process. Of course if most or none of the group are on board it's not going to be a good approach.
@bananabanana484
@bananabanana484 25 күн бұрын
A simple way to make a Proactive GM-Reactive Player game a little more even is: Resources! If the party has rations and water, that can become an issue. If they have a vehicle, that can become damaged! If they have items which are useful to them, they can break as well, or become lost or stolen! This allows you to be proactive as a DM, but in a way that genuinely receives a reaction from your players. It’s been cool so far in my sailing Campaign
@carrionette
@carrionette 24 күн бұрын
If you have players who enjoy resource management, it is good idea. Although after long day of running around managing your own IRL stuff, some might want to skip this part.
@101Mant
@101Mant 22 күн бұрын
I think that would only work in certain types of campaigns. If I'm playing something that has a heroic style I don't want to be micromanaging stuff. It's like counting ammo in an action movie, you don't because it kills the mood.
@thomasmoore8030
@thomasmoore8030 25 күн бұрын
I've tried to do this in so many games, but it's not a magic bullet. It requires players who WANT to give that kind of effort, even when prompted to do so and given all the help and assistance in the world. Far too often have I said to a group "okay, so is anyone doing anything now?" and gotten dead silence in return; it's not the characters who can only react to things, but the players who cannot bring themselves to tell a story of their own. I'd love to run a game like Ginny is describing, but it takes buy-in on the other side of the screen as well, and of the 25 players I regularly run games for, ONE has taken proactive measures to follow story, and he did so ONE TIME. Any advice on how to foster those instincts would be greatly appreciated.
@duseylicious
@duseylicious 17 күн бұрын
Here is an idea that worked very well for my players, esp. ones as you describe - at the end of each session, I have my players make goals (and bonds, which are just statements about other players that might guide their actions). The next session, we review them, and they will get experience at the end of the session if they made progress towards their goals, or role-play their bonds.(I also give a base amount of XP just for showing up.) this creates a structure, an incentive, and an expectation for the players, so they aren’t blindsided by getting asked what direction they want to go in the middle of the session. And since they know that it’s going to happen, they often thinking about what their next goal and bond will be throughout the session. Hopefully that sounds like something that’s worth a shot! [edit - I stole this from a game called Dungeon World, so check that out if you want more info.]
@youarenotaghost2589
@youarenotaghost2589 9 күн бұрын
I have "social" players, too, and it's hard to get them to buy in. They like hanging out, eating pizza, rolling dice, and pummeling whatever monsters I throw in front of them. They aren't interested in doing any work. Maybe they don't trust that doing some work has real payouts? Maybe I've done too much work for them and they're having "enough fun" just interacting with the world I've put them in? Every table is different. Good luck!
@NZESP
@NZESP 2 күн бұрын
Asking for ideas at the end of the session is good. It's win-win- if you get ideas great, if not you're free to fly. Just do it with goodwill 😊
@DOOMsword7
@DOOMsword7 25 күн бұрын
There are certain kinds of players who just want to ‘play a game’ and come in with much less investment in preparing their character. These kinds of players tend to handwave the ‘bonds and flaws’ section on their character sheet. These types of players WILL see the idea of coming up with their own goals and plot hooks as extra work they may not want to do. And that’s okay! This kind of tool only works with heavy player buy in. And it probably doesn’t work for every table. From a DM side, I don’t see it as less work for me. In fact, if my players don’t all collaborate on how their goals can be met together I may have to deliver on multiple plot hooks (a dragon and fishing tournament) rather than one hook for all of them at once (a dungeon with monsters in it that have the gold they all need). That said: this is a good and refreshing way to make games! But I don’t think it’s the silver bullet you describe it as. Great vid Ginny! Edit: also how will the players know the world or their character before playing the game? This seems like a huge amount of work in session 0 and 1. Again: sounds fun! Just not LESS tricky than regular villain focused campaigns.
@chuckcooley7395
@chuckcooley7395 25 күн бұрын
This is great advice, with one caveat: I was doing many of these things before I ended my campaign in frustration. Why? Because the players strongly resisted proactivity. It was like pulling teeth to get them to say what they wanted to do next, much less compose character goals. "Actionable goals - that sounds like what my boss asks me to do at work." Yeah guys, creating goals IS work. Imagine how much harder it is for me to guess what your goals are when you won't tell me, or don't even know. The point of my whining is: This strategy (like almost everything in adventure games) won't work without player buy-in. Players, please help your GMs out in this easy way. You'll all have more fun.
@JJLom777
@JJLom777 24 күн бұрын
It sounds like you were dealing with "murder-hobos?" It takes some time to get a good crew together. Honestly, it's like forming a good band. Only, there's absolutely no potential of financial gain. Ever. 😅
@Puzzles-Pins
@Puzzles-Pins 24 күн бұрын
Yeah this just isn't what DnD players are interested in in my experience. Last time I tried running a game, the players repeatedly signaled they just wanted me to give them a linear plot to follow, everytime I tried asking what they were interested in pursuing. I have seen posts from DnD players that say they have tried other games and come back to DnD because they just want to be reactive without having to engage on a deeper level.
@kev_whatev
@kev_whatev 25 күн бұрын
I literally heard you say the title of this book, and ordered it. You’ve proven you have good taste in this sort of thing, and this sounds like exactly what I’ve been wanting to focus on
@GinnyDi
@GinnyDi 25 күн бұрын
Oh wow! I appreciate the faith - but I'm sure you'll enjoy it
@Nosmo90
@Nosmo90 25 күн бұрын
Strongly agree with having a lot of faith in Ginny's recommendations after I picked up Tome of Heroes from Kobold Press! 😁
@msarsur
@msarsur 25 күн бұрын
You're in for a treat. This book is truly great and well-written.
@keatonr776
@keatonr776 25 күн бұрын
I have to say, I'm incredibly sceptical. I've tried very player driven campaigns twice. The first one fell apart really fast and the second is ongoing, but early on. The reason the first one fell apart *because* the players wanted to be spoonfed the plot. What's been true for both is that it's been way more work on my part. Because I, the DM, have to be reactive. Especially for my prep style. I like to do heavy work up front, 20+ hours the week before the campaign, and just review my notes before each session. Every gee months I update my plan. With pc driven campaigns I'm instead consistently doing 3+ hours every week which is much harder for me. None of that is to say you shouldn't try it out. Im but trying to tear anyone down or start an agrument. But I don't think it's the golden goose it's presented as.
@hitman5618
@hitman5618 21 күн бұрын
100% this. I couldnt agree with the theory more and would love to put it in action, but my table would literally not know what to do (even though they are always highly engaged). They want to be fed hooks not come up with hooks themselves 😢
@pheralanpathfinder4897
@pheralanpathfinder4897 21 күн бұрын
I have a document I give players to create a backstory. Mentor/teacher Friend/ally Rival Enemy Goal/Motivation A word or short paragraph for each item.
@GinnyDi
@GinnyDi 19 күн бұрын
Heard! All I can ever speak to is my own experience and my own perspective - and for me, prepping more broadly without letting player choices guide my focus was much, much more stressful and time consuming for me. So far, using this model, my prep workload has decreased. But everybody is different!
@michaeldunkerton3805
@michaeldunkerton3805 7 күн бұрын
For me, player driven campaigns are all up front work and very little between sessions. Because "writing the campaign" is basically just the faction stuff mentioned in this video. You prepare the state of the world before the players intervene (particularly deciding who the major players are, what they want, and what resources they have access to to accomplish it). And that informs your response to what the players decide to do so it's more like you're playing characters of your own than writing an adventure. Prep time becomes minimal.
@pheralanpathfinder4897
@pheralanpathfinder4897 7 күн бұрын
@@michaeldunkerton3805 it depends upon the other options. Some create a module for the players or even a campaign setting before the first session. Player driven games are about reacting to player choices. The nice thing about buying a module is having some one else doing some prep
@Vinemaple
@Vinemaple 25 күн бұрын
This reminds me a lot of the O-G-A-S system Guy Sclanders ("How To Be a Great GM") created to make NPCs "self-running." Occupation, Goal, Attitude, Stakes. The thing I can't believe I never figured out is, how applicable that system is to PCs as well, especially when you build it out this way. It also reminds me of how Austin Funk and Johnny Chiodini use the heroes' backstories (or lack thereof) as plot hooks. They run, respectively, Rolling With Difficulty and the Oxventure. It's important to acknowledge that this kind of thing does happen on its own, either through accident or design, but this book sounds like a really helpful resource!
@kasane1337
@kasane1337 25 күн бұрын
I also thought of that when she briefly mentioned creating NPCs on the fly with their own motivation - especially since I've been using OGAS for a while now and it really helped me to focus on what my NPCs would do instead of who they "are".
@claudiolentini5067
@claudiolentini5067 15 күн бұрын
The OGAS system has been a game changer for my prep, definitely recommend checking it out
@robinyodathelilacbunny7419
@robinyodathelilacbunny7419 25 күн бұрын
My favorite DM has a hybrid style that is basically he presents a campaign ARC and we players give personal arcs at character creation and party goals at session 0. This then sets up the timelines for what might happen.
@WhisperingEchoes56
@WhisperingEchoes56 5 күн бұрын
Basically what I'm doing with my players rn, I think it works well
@dianericksen5515
@dianericksen5515 25 күн бұрын
This book changed my thinking as a dm and how I prepare. I honestly enjoy dming so much more than before and I feel that my gameplay is more immersive. Getting my players to fully commit has been the hardest part. Also, love your shirt!
@GinnyDi
@GinnyDi 25 күн бұрын
I fully sympathise! I have an amazing group now but I've definitely experienced players who aren't happy to commit or put extra work in. Glad you enjoyed it though!
@TheTerrainWizard
@TheTerrainWizard 25 күн бұрын
DM Hack: At the end of my game sessions I ask the group what they want to do during next session. I now know exactly what to prepare. This simple question saves me hours of prep time.
@Veelofar
@Veelofar 25 күн бұрын
I’ve tried to run a game like this a few years ago. It was exhausting, since I never knew what to work on at any given time every session was a scramble. I shut the whole thing down about ten sessions in because I was starting to burn out on ttrpgs as a whole because I felt like I couldn’t reliably prep anything more than a week or two ahead of time. A scramble session happens often enough in normal play, but it’s the exception rather than the rule.
@waapfu
@waapfu 25 күн бұрын
I think you could use the long-term and medium-term goals to circumvent this issue. You can do a lot more prep ahead of time for longer-term goals and that can be what you fall back on when you don't have stuff for shorter-term goals prepped yet. Ultimately though, players will always find ways to surprise you, and as such flexibility and improvisation are pretty vital DM skills. It's certainly easier for some people than others, and I suspect once I get my opportunity to run a campaign it'll be a great hurdle for me.
@Veelofar
@Veelofar 25 күн бұрын
@@waapfu that’s the problem, when the players are being reactive, you don’t know what they’re going to do, but you have a touch point. You’ve reduced it from infinite possibilities to a still large, but manageable number of large scale decisions and can improvise the small scale things. I may not know how they’re getting to the lair, but I was able to put together the dungeon over several months. If they’re the thing that’s driving everything, then I can’t really plan anything more than a session or two in advance.
@connorkennedy1794
@connorkennedy1794 25 күн бұрын
​@@Veelofar I did. This will probably sound bizarre, but there are three types of prepared game material (to my current understanding). In order of most concrete to most improvised they are: 1. Prep. The game material content you have from the adventure you bought or wrote. Traditional (trad) styles of D&D often lean heavily into the prep category. 2. Procedure. The rule systems, generative tables, hexcrawls, timelines, random encounters, and small pieces of modular content you make or buy to slot into the gaps around your prep. Simulationism emerges if you do a lot of procedural content. 3. Patch. The mostly-improvised rulings, informed judgements, spontaneous names or dialogues, and quickly imagined bits of content. These are best when they reinforce the world, or the atmosphere, or the pacing, and when they make sense (verisimilitude is a popular word). The patch category is popular with actor types and folks who intimately understand thier worldbuilding enough to riff off it. Anyhow, my point is that most people don't build out the proper tools for strong procedural or patch related content in order to run a broader world. It takes a little bit of time, but the Gygax75 challenge covers most of it in a hexcrawl, which systematizes your game into modular chunks so you can always drop in new content or use longer term plans. It's flexible and undemanding. I remember feeling worried and scrambling to change directions early on, but I got used to using procedural and patched details to steer players toward my prepared content, or simply generating enough content to entertain everyone for sessions on end. Most of the work for my campaign was done years ago, over the course of a month or two. I highly reccomend the gygax75 or something like it.
@connorkennedy1794
@connorkennedy1794 25 күн бұрын
It's also important to note that I strongly perfer buying adventures that I can run with little to no prior reading. Adventures that are so easy to use because they have incredible editing and formatting. It requires reading reviews and hunting for the right kinds of adventures, but it means I have a collection of prepared adventures to operate a functional open world. I don't necessarily reccomend open world campaign structures to start with. But I do reccomend giving more modular types of content a try.
@waapfu
@waapfu 25 күн бұрын
@@Veelofar if you need to plan out every detail and do so a long time in advance then you're best off running a linear adventure, which while not to my personal taste is a perfectly fine way to run a game. the more agency players are given, the more you're gonna have to improvise. things can be made a little more predictable by doing things like requesting that players tell you what they plan to do next session, but that only does so much.
@ChrisFrancis-sq5ee
@ChrisFrancis-sq5ee 25 күн бұрын
This is some of the best adventure design advice out there, which makes it unfortunate that the traditions of D&D published adventures kind of sabotage it... Because D&D adventures have to assume that the PCs will be any adventure that a player creates independently of the campaign, they have to be written with the PCs as a basically random adventuring party. In other words, they have to write a story without a main character, and with a plot that can motivate any random adventuring party. So that's why pretty much every published adventure is "stop the BBEG from gaining the power to destroy the world." I think the best way to use the advice in the book and this video is to design campaigns where the players and GM come up with a shared party goal at the beginning of the campaign, and then design the campaign around accomplishing that goal. Basically, make them all have a shared element of their backstory, and then make the campaign about resolving that backstory. Chains of Asmodeus basically does that and it's awesome. In fact, I plan on this being one of the topics of one of my first videos and little adventure modules!
@pheralanpathfinder4897
@pheralanpathfinder4897 21 күн бұрын
Guildmasters Guide to Ravnica embraced this approach. But it's widely dismissed because it's connected to MTG.
@Togruta
@Togruta 21 күн бұрын
Yesssssss! That is exactly why people always say "D&D doesn't feel like when we were 13-14yo anymore!", and I'm convinced it's not just notalgia but because of big adventure modules setting the standard to reactive gaming for the players. Several of the games I played in the 90s, the DM invented a reason why we were together, put us in a small town and ask "So what do you guys want to do?". We rolled STR, then DEX, then CON, etc., not even choosing which goes where. Once, I rolled very bad stats! I played a wizard anyway. I died at level 1 (!), and I rolled another dude, but because we had so much fun with my bad wizard for a couple of sessions, they became the Company of the Dead Wizard. This was a very awesome and satisfying game.
@Togruta
@Togruta 17 күн бұрын
@@thomgizziz Where did I applied this to all people? I heard people state that it doesnt feel like before, and I put an hypothèse here. I am NOT assuming this is general feeling for all people on the planet...
@macoppy6571
@macoppy6571 25 күн бұрын
5:58 Player Character Goals: [1] Each player has multiple goals [2] Short, mid-, long term [3] Obviously measurable [4] Consequences of Failure [5] Should be Fun 7:39 Framework Player-goal centric Heirarchy (Factions) No faction matters unless it intersects player goals 10:05 Encounter Design Checklist: [1] Review Player goal [2] Identify which faction(s) have overlap for [3] ... and against [4] Location [5] Expected Conflicts [6] Choose rewards [7] Collect Materials
@TalesWithHaggis
@TalesWithHaggis 27 күн бұрын
I've run a game with a very light version of a similar system. Every PC has a "big dream" that they can pursue. Actively taking steps and making risks/sacrifices to reach that big dreams is one of the ways they gain experience, making it something worthwhile to work towards. Having both short-term and long-term goals and dreams sounds like a great way to keep investing in ones character, and definitely something I try and bring to new games. And will definitely look into getting this book, thanks for the recommendation.
@geniusreference
@geniusreference 25 күн бұрын
In Warhammer Fantasy roleplay there is a game mechanic where players get XP by completing self set goals. Big rewards for big overarching Goals like opening up your own tavern etc and for short term goals which can be one two a few sessions long. So completing personal goals literally equally higher stats (since you increase stats with XP directly on that system not level up like in DnD)
@ninjaaron
@ninjaaron 22 күн бұрын
It's nice to see this style of GM'ing from PbtA games (Apocalypse World, Dungeon World, etc.) being imported into DnD, finally. It's very much about letting the players define the world and building up adventure fronts based on what players and player characters tell the GM.
@charlieverdin101
@charlieverdin101 25 күн бұрын
Interestingly, I found Curse of Strahd to fit pretty well with this approach. As a sandbox, the campaign (as I ran it) was largely driven by the players' goals--to find X, to figure out Y, etc. Strahd was definitely A Presence, but he didn't come directly into conflict with the players until the players' goals came into conflict with him. As a result, the conflict felt natural, and the victory all the more cathartic. This is to say, this approach can definitely be at least somewhat incorporated into published adventures as well. Though some take more work than others to figure out how to use the adventure while also letting the players and their goals guide the story.
@thecoolestbro
@thecoolestbro 25 күн бұрын
When I run games, I exclusively tie exp to character goals and other more generic goals like "make a powerful enemy/ally" or "Gain the admiration of a community" or a goal of uncovering a broader mystery of the campaign. It always keeps the players motivated to affect the world, and in the last case, engage in the world's lore.
@mjphyil
@mjphyil 25 күн бұрын
This sounds great unless your players don't want this kind of game. Some players don't want to have to come up with their goals, some players hate doing this... this should have started with - check with your players and what type of game they want. The worst thing is asking players to do this who don't want to, then the game is dead.
@alexmetea3586
@alexmetea3586 21 күн бұрын
Yeah I’d love if the players all wanted to do this. 33% of my current campaign did want to. The others just wanna play the game and react to what happens.
@MarkCMG
@MarkCMG 23 күн бұрын
Thanks for the video! Some of what you are describing is the Old School sandbox play style that us old timers have been using since 1974 when we started. Gameplay begets story, story is a byproduct of gameplay, players decide what they will do, the DM let's them know the consequences (often with the random help of the dice), rinse and repeat. The following contradicts what you have said. NPCs do not exist in a vacuum, they have their plans and if the PCs do NOT intersect with them, their plans come to fruition. These plans can spur bigger plans. This is how a campaign can scale with the PCs as they level up. The DM doesn't need to play it all out in real time. The DM just needs to decide what is happening in other parts of the world and flesh things out as the PCs' goals and plans scale up. The DM doesn't need to populate the whole world but making sure there are some important NPCs in various places helps it feel like there are people everywhere with goals and desires and lives apart from the PCs.
@MartinRiber
@MartinRiber 25 күн бұрын
During session 0 I like to ask the players to define at least one shared goal or motivation for all their characters, one personal goal they share with another PC and optionally one goal in whitch their character is in opposition to another PC. This sets up cohesion and tension from the start.
@phoenixdzk
@phoenixdzk 25 күн бұрын
This is why that system of Zee Bashews seems cool. Have players write out adventure types, good/bad encounters etc and shuffle them in a bowl, then select at random. Not tried it yet but this seems like a way to connect to that mechanic
@GinnyDi
@GinnyDi 25 күн бұрын
Ooh! I'll definitely have to try this out - sounds fun
@phoenixdzk
@phoenixdzk 25 күн бұрын
@@GinnyDi it's one of his oldest videos , 2018, I think- "How I DM"
@9HPRuneScape
@9HPRuneScape 25 күн бұрын
@@phoenixdzk This is actually a really creative concept for changing up session’s! - Thanks for sharing! (:
@phoenixdzk
@phoenixdzk 25 күн бұрын
@9HPRuneScape oh yeah got Bashew to thank for that. I use a ton of his mechanics, including a tetris-slot fill style system to deal with player inventory & encumbrance
@9HPRuneScape
@9HPRuneScape 20 күн бұрын
@@phoenixdzk Oooo! Now that’s a creative way to manage inventory space! 🙌
@JonSolo42
@JonSolo42 24 күн бұрын
Such a great and succinct distillation of the core concepts of the book. So glad people are getting the word out about it, I have been positively effusive since I first picked it up! I mean, so many GM advice columns say "Don't prep plots, make the game about the PCs!" But often don't go far enough in giving concrete advice on how to actually do that. But this book does. It's clear, concise and really represents how we can all have a better, more fulfilling time at the game table. Nice one, Ginny!
@Guy_With_A_Laser
@Guy_With_A_Laser 25 күн бұрын
I feel like this will only work well for very specific tables and players. Heroes are almost by definition reactive; the Joseph Campbell type Hero's Journey literally starts with a call to adventure as its first step, and most heroic stories are set up in this way. Often a hero who has a goal of something like "gain more power" is if anything more likely to be an anti-hero or a tragic hero, which is fine if that's what you're going for, but not everyone is into playing that type of character. My experience is that most players don't actually want a wide open sandbox where they can do anything they want and it's up to them to come up with their own motivation.
@christianquenan1358
@christianquenan1358 25 күн бұрын
This video goes directly to my references for the next campaign I am preparing to run !
@NathanCamp
@NathanCamp 26 күн бұрын
It seems really obvious when read out but the part about PC relevant goals (short, medium and long term) is so important and something I have struggled with when players are new and are quite superficial at character creation. I'll have to try using the template!
@MartinRiber
@MartinRiber 25 күн бұрын
Thank you for making this video, excellent advice and great format.
@Latest110
@Latest110 25 күн бұрын
I have a homebrew game in which i didnt really plan out anything but the starting village. I just react to what the party does and have some small hooks that i may want to play out at some point if it fits the current narrative. But what actually happens is all my players. If they decide "we dont care about any quest, lets talk to the townfolk and see if they need some help" or whatever in that sense, i may just put some spy near the smithy that they might be able to spot at some point. Its so much fun compared to the hard wired campaign i dmed with another group. Now i think the major plot hooks can be a good orientation on what should happen at some point, but i dont want to set them in stone anymore. it puts so much pressure on my memory and organization to not forget anything
@joebogart7093
@joebogart7093 23 күн бұрын
I've ran 2 campaigns in a similar fashion. No idea where it would go until the party was about level 5-6 and by then the players had desires and goals for their characters. Then I could craft a plot and a true BBEG.
@glacier68
@glacier68 18 күн бұрын
Similar. Had a group of one shots that melded into a campaign as the player group gelled, and all the sessions started from a single town. By the time we made it official, there was a bad guy over the horizon... This book sounds like another variant of sandbox/open world play. Make up elements of the world, detail as PCs find things.
@heathbrinkman3126
@heathbrinkman3126 25 күн бұрын
The general gist im getting is that integrating the characters motivations/backstories/etc into the plot is a good thing, which for me seems like good baseline advice. One thing I ask every player every session zero is: "why is so and so an adventurer and not something else?" The reluctant hero stuff makes little sense when class features show up level 1. Then, once I have the motivation, fleshing out backstory is easier. Once motivation and backstory are clear, then brainstorming goals in the setting is easier. A nomadic dwarf sorcerer is obsessed with the stars? The stars positions are different at the parties entrance into the new setting. The player may not have specifically set the goal of finding out why the stars are different here, but that character trait leads to plot related goals directly tied to their background. I also keep a session zero type communication going throughout campaigns to check in and update motivations and the why of it all.
@marywockenfuss-thecraftypl6461
@marywockenfuss-thecraftypl6461 23 күн бұрын
Thank you so much for sharing this book! I need to get it now!
@kristidaemon4709
@kristidaemon4709 13 күн бұрын
Love your sparkly eyeshadows lately! Thank you for your hard work
@bukharagunboat8466
@bukharagunboat8466 25 күн бұрын
The proactive game is likely to involve adventures that are more morally ambiguous. Clearing the area around my stronghold? How? Of which existing inhabitants? Finding the legendary artifact? How many Neutral (or even Good) opponents are you prepared to go through just to get it? Then there are the consequences - what happens when the PCs stir up evil that was just quietly there before? The players will need a certain maturity to handle these type of challenges.
@waapfu
@waapfu 25 күн бұрын
I think the level of moral ambiguity is a good thing to discuss in a Session Zero regardless of play style. If a group wants more proactive gameplay but really doesn't want to be mulling over the morals of a situation, it could be better to be a bit unrealistic about what NPCs stand between players and their goals, or just flat-out say "That doesn't seem like a good idea for this game because of x implications. What about this, instead?"
@Ephelle
@Ephelle 25 күн бұрын
This made me realize as a player that I spent so long figuring out a personality and backstory for my newest character that I kinda neglected giving her any real goals. I guess at this point I'll have to keep an open mind as we move through this introductory story hook and try to pick out things she might create a goal out of.
@GinnyDi
@GinnyDi 25 күн бұрын
Great plan - it's never too late to create goals 🥰 It's pretty reflective of real life too
@meyerbra16
@meyerbra16 24 күн бұрын
Ginny, you are just the best. Thank you for your hard work, and your great advice. Please keep going, you rock.
@philippemarcil2004
@philippemarcil2004 22 күн бұрын
Thx you Ginny to bring more eye on this excellent book. I really enjoyed reading it and have based my current campaign on some of it principle.
@peterclose1545
@peterclose1545 25 күн бұрын
I think this might work with half of my adult group (early 20s thru 60s). However my 12 year old and 14 year old groups, just will not do goals with the exception of; kill all the others, be turned into a demon that can turn others into dust just by pointing at them, become a god, kill everything, steal all the other players characters stuff, not go home, join the adult group, . . . This really seems like something for seasoned players, who know the rules, understand role playing, understand working as a group, understand letting others have the spot light, and want more than just killing stuff to blow off steam.
@marcbennett9232
@marcbennett9232 25 күн бұрын
ya know, I always tried to run games this way, and it has saddly been pushed away by the dominantly produced content. I will absolutely be buying this book and thank you for bringing this to so many peoples attention.
@pheralanpathfinder4897
@pheralanpathfinder4897 21 күн бұрын
Ravnica is a good fit for this style. The various factions the players join drive stories and determine enemies.
@nathalieboelens6568
@nathalieboelens6568 22 күн бұрын
I bought the book in December when I read your introduction. It really is awesome. Great video to refresh some of the key points!
@tombayley7110
@tombayley7110 24 күн бұрын
other games - such as traveller, have this mechanic baked into the game. This mechanic was also easer to see within D and D in the late 70's and 80's when people played "scenarios". Different scenarios offered different things to players and characters. Choosing which scenario to play next encouraged players to think about what they and their characters wanted out of the game and to go looking for it.
@raymosmookle9373
@raymosmookle9373 25 күн бұрын
This only seems to work with proactive players.
@raymosmookle9373
@raymosmookle9373 25 күн бұрын
I love my reactive players too, though. Just... it turns into a lot of work trying to get (my, specifically) reactive players to do anything, and I haven't figured out how to balance the two things yet. A work in progress, it is. I love them both, but if the ONLY half of the party that shows up is the reactive members, everyone stands around doing nothing scratching their dice trays and literally waiting for me to goad them like cattle. This is my players, I am not saying this is universal, or even all the time with them. They're fun to play with, and our play-style with each other is growing and evolving all the time. We discuss it.
@GinnyDi
@GinnyDi 25 күн бұрын
Very true. That is the big weakness with this idea. But if you have engaged players who are happy to put in some work, it's a fabulous way to play
@Akrabor
@Akrabor 25 күн бұрын
“Heart: the city beneath” takes a ton of these tips and makes them a part of how players level up. You are asked to select a story archetype together with a character class. This archetype provides story beats. Players take two beats at the end of each session and tell them to the GM who will shape the story to make reaching these goals possible. Reaching a goal gives players a perk with bigger goals leading to stronger perks. It’s fun!
@facelessgames94
@facelessgames94 25 күн бұрын
Just want to say how helpful your channel has been. So helpful, I'm fact, thay I've nearly finished the first few levels of my first campaign, ready to play in 2 weekends time; me and my friends are looking forward to it. So yeah, thank you
@gdr-zen_aku8628
@gdr-zen_aku8628 23 күн бұрын
Im knew to DnD, and i just wanted to say how incredibly helpful your videos have been. You're the best keep up the great work
@MissZencefil
@MissZencefil 25 күн бұрын
This is actually what I needed to run a great Rogue Trader game. Rogue Traders and their retinues are quite free, they have a ship, it's so hard to force them to react to something. "Oh a dangerous Chaos Cult... exterminate the planet!" Problem. Solved. This proactive approach is great for such free games.
@michaelearl6765
@michaelearl6765 20 күн бұрын
So, I've been playing Owlcat's Rogue Trader CRPG and there are some lovely plot elements around Rogue Traders trying to control territory. To seal the deal to get feality from a starving trade station I needed shipments from my agricultural world, which had been cut off by warp shifts. Reopened warp path and discovered they couldn't ship anything due to a raging rebellion. Investigation revealed the uprising had been fomented by xenos who had originally engineered the world's biosphere, but the Governor seemed suspicious, too - found out she had turned to Chaos cultists to get the power to put down the uprising. In the end, xenos took my deal to end rebellion in exchange for keeping their colonies at specific ruins and were given free license to hunt down cultists. Governor I executed and replaced with a competent crime family I had indirectly stolen the business of earlier - under the circumstances they were more than grateful for the opportunity to move up in the world. That all could have gone very differently, lots of interesting choices.
@haravikk
@haravikk 25 күн бұрын
Huh, I think I might have accidentally somewhat adopted this style in a campaign I'm running. I didn't want to start with the classic "you're all in a tavern" starting point, so I decided to ask the players to come up with a reason why they'd be looking for a soothsayer and why they'd keep pursuing them even if it gets difficult/weird - this caused them to think of a question they wanted answered, and how it tied into some goal that's important to their character. That said, I made the mistake of doing individually tailored intros all leading them to the same destination, which was maybe a mistake. If I were doing it again I'd try to group players a little to try and establish pre-existing bonds, and avoid having to jump around between six different events until they finally started meeting each other. I've definitely still managed to do way more work than I needed to, but that's been my choice to go overboard rather than a necessity. Still, it's a lot of fun, and has informed quite a bit of the main story as I get to think about how their different goals are all tied together actually, because the soothsayer isn't at all what he appears to be (and what he appears to be is a sentient eclipse hidden in an infinite void inside a sealed chamber under Baldur's Gate)… 😈
@nimz8521
@nimz8521 25 күн бұрын
It sounds like a lot more work than less work though. It feels like it includes a lot of ending sessions early so you can prepare whatever they want to do for next time.
@haravikk
@haravikk 25 күн бұрын
@@nimz8521 I'd say it's about the same overall (aside from me making my first session more complicated than it needed to be, but that was my own fault). It's not really about reducing work but rather its sharing the creative burden - now instead of the DM having to come up with everything, the players provide their own goals that the DM can weave into a story. It just makes the whole process that bit more collaborative. Though it is a bit easier to work backwards from a player goal than it is to try and do the whole thing yourself, as you don't need to think about what will motivate a character to do it (only why the others will), and a lot of details can almost fill in themselves. There's still plenty of room for creativity though. For example, one of my characters is searching for a missing relic, but I decided that the soothsayer would reveal that they were the one that ordered it stolen, and makes a deal - they'll reveal where the relic was taken if the character agrees to wear it and commune with their goddess to find out how she wants it to be used. This will then tie in to the parts of the main quest I'm still coming up with myself. So instead of coming up with the entire main quest, plus all related side quests building up to it, I can make the side quests be the character's individual goals. This has helped to spark off ideas of my own and so-on, it's a fun way to do it, at least in my experience.
@failipp9698
@failipp9698 13 күн бұрын
Well... I saw your video a few hours ago, immediately bought the book as a PDF and devoured it. I will definitely try this with my players. Thank you for talking about this book!!
@CaptainFlintthePirate
@CaptainFlintthePirate 25 күн бұрын
49 seconds in and book has been ordered. Thank you @GinnyDi for my summer reading
@jacksparrowismydaddy
@jacksparrowismydaddy 25 күн бұрын
sweet! thats how my campaign has been going! my players have been adding to my world. we live in a shire and one invented a museum there so it became a plot point. another one wants a necklace that will change him from quadruped to biped. and I can only imagine the shenanigans the last plans for us. she bought a nice dress, maybe I can create a wedding or other even she can wear it to.
@Captain1nsaneo
@Captain1nsaneo 25 күн бұрын
KNOCK KNOCK, IT'S THE DRACONIC TOOTH FAIRY!
@JJLom777
@JJLom777 24 күн бұрын
😂
@claudiolentini5067
@claudiolentini5067 15 күн бұрын
Then the party discovers that there really is a Draconic Tooth Fairy And that she's mad at them
@alanhom5714
@alanhom5714 21 күн бұрын
Thank you for sharing your content! I really learned a lot!
@scetchmonkey007
@scetchmonkey007 25 күн бұрын
I've been running games like this for years... but have never seen it put into a simple list before.
@GinnyDi
@GinnyDi 25 күн бұрын
It's nice to have it laid out neatly in front of you!!
@scetchmonkey007
@scetchmonkey007 25 күн бұрын
@@GinnyDi Absolutely, new GM's need more tools and resources. With all the experience I have, its hard to sit down and explain how to be a good GM to a new player. The best you get is to lead by example. It's like trying to explain to someone how to ride a bike, the best experience is just doing it, trying and failing, and this is discouraging to new GM's who need to suffer to find their stride. It's actually getting worse now with the new VTT tools, using foundry VTT is amazing but incredibly daunting and thats a completely separate and uneeded skill.
@ChrisSham
@ChrisSham 16 күн бұрын
RPG publishers tend to push the opposite direction from this style of play. Perhaps not consciously, but quite distinctly. The more players realise that they can just pull all their adventures out of their shared imaginations, the fewer setting and adventure books get sold. So it's definitely worth continually reminding each other that we don't actually need to buy books to roleplay.
@wyrdsworth
@wyrdsworth 9 күн бұрын
Imagine if a campaign were designed to be read by both players and the DM, to inspire both of them! Eberron is such a perfect source book, designed for both players and characters to inspire fun origins and even motivate what they want to accomplish in the world. I wish a little more of the D&D offerings were pitched this way.
@travisbuschette8609
@travisbuschette8609 25 күн бұрын
This came at such a good time! Might have to pick up this book! We are resuming my campaign after a 4 year hiatus with a slightly different player lineup of people who enjoy creating backstories, so I think these tips will help influence a lot of my preparation. Thank you Ginny!
@madyestromboli
@madyestromboli 14 күн бұрын
This was so insightful, thank you for sharing!
@AtillaBuyukurvay
@AtillaBuyukurvay 23 күн бұрын
“This isn’t sponsored” “I agreed to write the foreword” OK
@davidjpeacock
@davidjpeacock 22 күн бұрын
😂
@pheralanpathfinder4897
@pheralanpathfinder4897 21 күн бұрын
Was she paid to write the forward?
@Newsky79
@Newsky79 22 күн бұрын
Thank you for recomending this! I ordered it and haven't been able to put it down! I'll be writting future content a little differently now :)
@darrinkatzska8224
@darrinkatzska8224 25 күн бұрын
This was an awesome video! Thank you for the immediately actionable advice.
@user-qg8mo5qc5s
@user-qg8mo5qc5s 24 күн бұрын
LOL, just received the book from Amazon. Moved up on my TBR list. Gracias for the book review!
@thedigitaldm75
@thedigitaldm75 24 күн бұрын
Many of my players and I have read this over the last few months and each of us have had eye-opening realizations. It's an easy read and it has some GREAT suggestions for how to empower your players and create concrete ties between their motivations/goals and the narrative. One of my players who wants to DM read it and said that he "gets it now." He felt like he wouldn't enjoy following a prewritten adventure. This book opened up the wide array of alternatives where you (and your players) can create the world and their story within it together. He now wants to DM for our group and I couldn't be happier!
@Adragos17
@Adragos17 18 күн бұрын
Great video! I'm absolutely going to implement these!❤
@user-ux1wi8bs6r
@user-ux1wi8bs6r 23 күн бұрын
I really enjoyed this thank you. Using it in my next campaign.
@HandSanitizerAttack
@HandSanitizerAttack 22 күн бұрын
A good video. Thank you, Ginny Di.
@Sephiroth02103
@Sephiroth02103 24 күн бұрын
I was on the fence about this book but you've convinced me! Thanks, Ginny!
@Maiasgameroom
@Maiasgameroom 24 күн бұрын
Preordered this book and was so happy when I was reading through it. Such a good read for GMs and players!
@dmjauren2530
@dmjauren2530 25 күн бұрын
I do world build around the players goals, but I never really thought of scaling that down to different timeframes. This has been helpful, thank you! 🙂
@aled857
@aled857 22 күн бұрын
Welcome to the club ginni D, have fun running your games in the future with these themes in mind, good video
@koboldsage9112
@koboldsage9112 22 күн бұрын
A formula i like to use in my games; opening mini adventure establishes setti g and give players a chance to feel out their character. Half develop 5 to 9 plot hooks, see which ones the players grab. Discard all but one missed plot hook, have one of the discsrded plot hooks develop in fhe background until its nog ignorable, but let the players purue the other ones too. The main villain will either be one of the ones they seized immediately, or the one the persisted, but i wait and see which way they go.
@maddiek963
@maddiek963 25 күн бұрын
My book literally arrived today!! So excited to put this into play!
@daniellewerner9518
@daniellewerner9518 25 күн бұрын
This is exactly what I needed! Thank you ❤
@nrmrvrk
@nrmrvrk 25 күн бұрын
As someone who is also about start a new campaign and struggling with their backstory, this is very helpful. Great timing as usual Ginny! Now I need to go back and watch a few of your character backstory videos....
@thesoullessanomaly3958
@thesoullessanomaly3958 25 күн бұрын
Was given that book for Christmas 2023 by pne of my players since i have the rest of those books. Really has helped me be a better DM. I was also thrilled to see you having written the foreword!
@palatonian9618
@palatonian9618 22 күн бұрын
Very helpful! I have gming is one of those subtle arts that you can hear the same thing said a 1000 different ways and learn something new everytime. By that I mean, even though a lot of these ideas were bouncing around in my head this video really helped me clarify them
@ArcaneAnthems
@ArcaneAnthems 25 күн бұрын
I’ve definitely used my PC’s backstories to enhance plots but I’ll definitely be using THEIR goals as the reason to go on an adventure from now on. Great vid!
@nutmegdragon
@nutmegdragon 25 күн бұрын
What timing! I actually picked up this book at my local bookstore a couple weeks back and have been raving about it to anyone who will listen. Wasn't sure I could convince my players to read the entire thing, but maybe they'll be convinced to watch a 13 minute video. Thanks Ginny!
@sarcasm6669
@sarcasm6669 25 күн бұрын
Amazing ideas for me to use in my potential future campaigns!🎉 Great video Ginny Thank You!
@ninjakittysuperstar
@ninjakittysuperstar 20 күн бұрын
Bought the book after watching your video. Thoroughly enjoying it so far. I think it has a lot of valuable insight. Thanks for the recommendation. 🥰
@bartvickers1980
@bartvickers1980 13 күн бұрын
This is good advice for experienced players and DMs. It's good to remember that new players (and DMs) only have the context of board games when they come to the table. For many if not most of them, "You can do ANYTHING! What are your character's three goals?" will be a baffling, frustrating task. So intro this concept slowly for new players, and be ready to partner with them to create their first set of goals. The bigger challenge here, and the challenge with "narrative" games in general, is that narratives have a main character. And an approach like this one (the author may address it) means that at any given time the players aren't aligned on a single goal (plotline) they are pursuing four or five. It's not necessarily less work figuring out how to weave five plotlines together in a way that is satisfying for every player at the table and manageable for the DM.
@inkblots9244
@inkblots9244 25 күн бұрын
I adore your eyeshadow today! I am envious of your make-up skills.
@matthewconstantine5015
@matthewconstantine5015 25 күн бұрын
I just started reading this book this morning. Good timing. Interesting stuff so far.
@lollibyte5727
@lollibyte5727 25 күн бұрын
I do agree that allowing proactive players is great and makes prep easier! I do a mix, design borh proactive and reactive stuff for players, mostly because I like world building a lot and I sometimes freeze on the table if things go haywire and I got no ideas, so having a backlog of things I've designed just for fun, regardless do players play on those or not gives me good jumping board if I or players are stuck figuring what is the next step, just to have something to adapt/reused and throw at them when there is need for a push for some direction. Also, having things just happening in the world in the background gives a sense that world is alive, even if players aren't intrested on it, and might at somepoint turn in to something they want to look into, like thinking wars, politics faction things etc as enviromental effects, if you get my drift? Even if players never interrract with the court of the country, things that happen n the court can have impact on how stuff works in other places, including things players are interested in. I got one player who loves this a lot, they notice my barely fleshed out ideas about a faction I made as a background flavour and in next campaign, they want to build a character that is interracting with that faction, even though it was no interest to their current character which I introduced the idea to. Of course, one should not over do it, but as something to put in when you got time and energy for it as a extra treat.... It's just a blast. specially if you get your proactive players flesh out parts of the world for you with the parametters you can affect and wiggleroom given to you how to use that stuff, it frees a lot of time, but doesn't nesseserally add that much extra work for the player - just makes them excited when they can participate, was their contribution either big or small, it's all a win for the GM.
@nathanaelthomas9243
@nathanaelthomas9243 24 күн бұрын
Thanks for the video!
@WhizzarD44
@WhizzarD44 21 күн бұрын
I like it best if goals emerge from gameplay interactions. My latest group was often worried they "messed up my plot", so I kept reassuring them that there is no plot. They are loving the story, though, which is great as most of it comes from where they take it.
@aqualung2000
@aqualung2000 25 күн бұрын
Great advice -- as always!
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