Creativity in DMing

May 24, 2010 23:27

When Storytelling any game, the greatest fear any DM has is when the players jump the tracks.  Make a move that is completely unpredictable and bypasses or sidesteps hours of prepared dungeon in order to head off in a completely new and unforeseen direction.

I think fear is the wrong reaction.  To me, the best games come about when the DM is forced to think on his feet.  The players are thinking about leaving the mountain that holds the next THREE DUNGEONS.  Holy shit.  Do I come up with a hook that keeps them in the area despite their wishes?  What could I charge them with that might get them thrown in jail?  Maybe I should just let them leave, scrap the whole thing and throw together a new set of adventures.  I can always reroute them back into the module later.

During such an experience, a good DM can churn out dozens of ideas per minute without committing to any of them, in an attempt to be at least minutely prepared for whatever the PCs decide to do.  A very good DM can continue to do so in an instant when the PCs inevitably jump in a way that was not predicted.

A truly exceptional DM will do all of these things so seamlessly that the players believe he was prepared all along.  Even when they know he was not.  Such a DM also finds ways to bring the PCs back into the storyline, all the while making the PCs believe it was their idea.  Such a DM often leaves the PCs wondering what the central plot is, or even if one exists, until it is dramatically revealed at the proper time.

I do hope they stay on the tracks for this next dungeon though.  The Well of Demons is an incredibly fun, unique area with lots of challenges and chances for good roleplay both for the DM and for the players.

God I love this game.
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