Ok so currently in a campaign I am running my players have exited the underdark and are currently in a north, an area bustling with small villages and large cities. One of my players was born there, and he wants to go to his estate. However, I am also leading up to a confrontation with a pack of orcs. I don't want to shepherd my players towards the orcs but the path has already been set up, so what should I do?
Is it that they want to go somewhere that you don't have anything prepared for?
That is, unfortunately, the curse of being a DM. The players will often decide to do something you don't expect them to.
If the orcs' location is known only to you, they could be there. Or on the way there, or nearby and plaguing the estate with raiding parties. Or maybe they've sacked and burned the place.
If the orcs are already known to be somewhere else, then you're going to have to improvise. Much of the above is still useful, just replacing "orcs" with some other enemy.
However, I am also leading up to a confrontation with a pack of orcs.
This is the problematic phrase here. It sounds like you might have written a story that the players are almost expected to follow. Not a TTRPG adventure where the GM builds the world, and the players tell the story.
So, here's a question that would better help people answer you:
What is the purpose of the confrontation with the Orcs? Are the Orcs intelligent? Are the Orcs actively hunting the party?
The reason I ask these things is to try and give advice better for your situation. Let's say for example you've just chosen a pack of orcs because you think it'll be a cool fight - then it doesn't matter where the orcs are, the party can meet them en route to the player's estate. Now, if the Orcs are active enemies of the party, then the question of how intelligent the orcs are comes into play. Are they smart enough to hunt down the party...in which case, the confrontation happens at the estate itself.
As a GM of these types of games, you do need a degree of flexibility. There can be entire areas, quests, and opportunities that the players just simple ignore. I once had an area in which there was a magical door with a riddle on it. I had two different parties following the same adventure path. Party 1 realised that they should solve the riddle and open a door. IN doing so they met and freed a captive gem dragon who gave them a feat and extra power. Party 2 simply ignored the door and carried on. Four sessions later they suddenly went 'oh, I wonder what's behind that door we ignored and can't get back to'. That is the way of things in games like this.
It's also why I'm skeptical of the Bastions in the new DMG. I'm not convinced it will help the DM, quite the contrary. When player characters have big properties or estates they tend to have less motivation to be out in the world adventuring. That tends to mean that the GM then needs to present a ticking clock, or tempting treasure, or something else in order to satisfy the curiosity of the player character and get them wanting to adventure.
Without knowing much about your adventure, the estate detour is just a side quest. They can take the trip to resupply, rest, or what -have-you. Afterwards, they can get back on track to what you have planned.
Alright thanks everyone I'll take your advice to mind. And for reference the orcs are attempting to invade an elven village, and most commanders among them have above average intellect. They mainly serve as an introductory enemy to the north to help them deal with the new land. Again these comments helped, if you have any further advice that would be helpful please share, but I think I'm good now.
You can give the impression that your world is 'alive' by having the Orc attack the elven village. Narrate it that as/when the party arrive at the village they might have been able to protect the villagers if they'd arrived on time. What this does is hint to the players that the world continues on without their involvement. So, if they choose to chase down side quests in the future, they might cause unseen consequences for anything that is time limited. It doesn't remove player agency in any way, and it helps to enhance the world building.
Events that occur in the world on a schedule should continue with or without the presence of the party. If they choose to drink and celebrate in a tavern instead of trying to rescue someone in future, well they have had this warning that events in world occur. It should also help incentivise them to be present for events that happen in the world.
Another option. Would be they see smoke on the horizon. They can head towards it and maybe help the elves against a second attack.
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"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Update: the players are now fighting against the orcs and took out 3 generals. Also an ogre was sent to the village, but I planned it so a player that was absent that day would've taken care of the orc with the city guard. I dunno what they plan to do after they defeat the orc cheif but I'll keep their options open to explore the world.
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Ok so currently in a campaign I am running my players have exited the underdark and are currently in a north, an area bustling with small villages and large cities. One of my players was born there, and he wants to go to his estate. However, I am also leading up to a confrontation with a pack of orcs. I don't want to shepherd my players towards the orcs but the path has already been set up, so what should I do?
What's the problem here?
Is it that they want to go somewhere that you don't have anything prepared for?
That is, unfortunately, the curse of being a DM. The players will often decide to do something you don't expect them to.
If the orcs' location is known only to you, they could be there. Or on the way there, or nearby and plaguing the estate with raiding parties. Or maybe they've sacked and burned the place.
If the orcs are already known to be somewhere else, then you're going to have to improvise. Much of the above is still useful, just replacing "orcs" with some other enemy.
This is the problematic phrase here. It sounds like you might have written a story that the players are almost expected to follow. Not a TTRPG adventure where the GM builds the world, and the players tell the story.
So, here's a question that would better help people answer you:
What is the purpose of the confrontation with the Orcs?
Are the Orcs intelligent?
Are the Orcs actively hunting the party?
The reason I ask these things is to try and give advice better for your situation. Let's say for example you've just chosen a pack of orcs because you think it'll be a cool fight - then it doesn't matter where the orcs are, the party can meet them en route to the player's estate. Now, if the Orcs are active enemies of the party, then the question of how intelligent the orcs are comes into play. Are they smart enough to hunt down the party...in which case, the confrontation happens at the estate itself.
As a GM of these types of games, you do need a degree of flexibility. There can be entire areas, quests, and opportunities that the players just simple ignore. I once had an area in which there was a magical door with a riddle on it. I had two different parties following the same adventure path. Party 1 realised that they should solve the riddle and open a door. IN doing so they met and freed a captive gem dragon who gave them a feat and extra power. Party 2 simply ignored the door and carried on. Four sessions later they suddenly went 'oh, I wonder what's behind that door we ignored and can't get back to'. That is the way of things in games like this.
It's also why I'm skeptical of the Bastions in the new DMG. I'm not convinced it will help the DM, quite the contrary. When player characters have big properties or estates they tend to have less motivation to be out in the world adventuring. That tends to mean that the GM then needs to present a ticking clock, or tempting treasure, or something else in order to satisfy the curiosity of the player character and get them wanting to adventure.
DM session planning template - My version of maps for 'Lost Mine of Phandelver' - Send your party to The Circus - Other DM Resources - Maps, Tokens, Quests
Actor, Writer, Director & Teacher by day - GM/DM in my off hours.
Without knowing much about your adventure, the estate detour is just a side quest. They can take the trip to resupply, rest, or what -have-you. Afterwards, they can get back on track to what you have planned.
Alright thanks everyone I'll take your advice to mind. And for reference the orcs are attempting to invade an elven village, and most commanders among them have above average intellect. They mainly serve as an introductory enemy to the north to help them deal with the new land. Again these comments helped, if you have any further advice that would be helpful please share, but I think I'm good now.
You can give the impression that your world is 'alive' by having the Orc attack the elven village. Narrate it that as/when the party arrive at the village they might have been able to protect the villagers if they'd arrived on time. What this does is hint to the players that the world continues on without their involvement. So, if they choose to chase down side quests in the future, they might cause unseen consequences for anything that is time limited. It doesn't remove player agency in any way, and it helps to enhance the world building.
Events that occur in the world on a schedule should continue with or without the presence of the party. If they choose to drink and celebrate in a tavern instead of trying to rescue someone in future, well they have had this warning that events in world occur. It should also help incentivise them to be present for events that happen in the world.
DM session planning template - My version of maps for 'Lost Mine of Phandelver' - Send your party to The Circus - Other DM Resources - Maps, Tokens, Quests
Actor, Writer, Director & Teacher by day - GM/DM in my off hours.
Alright thanks
Another option. Would be they see smoke on the horizon. They can head towards it and maybe help the elves against a second attack.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Update: the players are now fighting against the orcs and took out 3 generals. Also an ogre was sent to the village, but I planned it so a player that was absent that day would've taken care of the orc with the city guard. I dunno what they plan to do after they defeat the orc cheif but I'll keep their options open to explore the world.