So, I'm running a campaign for some friends. It started with LMoP, and I'm peppering in some DoIP stuff in it right now. I had them meet Falcon and he sent them to the Woodland Manse to clear out the evil Talos-worshipping half-orcs that were there. Now, they are back in Neverwinter and at the end of last session, they bought supplies in order to fix up the Woodland Manse, so they can use it as base of operations. How do I get them back on track without making it seem like I'm railroading them?
I mean, the simple answer is let them fix up the mansion. Why prevent the players from doing what they want. In my game, were currently about 3 sessions behind where I thought we'd be because I'm not going to stop the players from having their RP moments and force them to end their hour long conversation at the tavern. While it can be a bit boring on me, I do try to throw random passer-byes to give me some things to do (or focus on the things they say and get some plot hooks).
But in reality there is no way to "get them on track" without forcing their hands a bit. I guess why is it really an issue that they are off track? It doesn't sound like they jumped ship and became pirates right before the BBEG.
Can you drop a little foreshadowing for DoIP? Little hints of something perhaps? I honestly don’t know, I am unfamiliar with that one.
As hollowtpm stated, let them fix up their Manse, but this is a good opportunity the use that foreshadowing as a minor B-plot to help keep things simmering. Stuff like that always makes things seem more immersive IMO.
Can you drop a little foreshadowing for DoIP? Little hints of something perhaps? I honestly don’t know, I am unfamiliar with that one.
As hollowtpm stated, let them fix up their Manse, but this is a good opportunity the use that foreshadowing as a minor B-plot to help keep things simmering. Stuff like that always makes things seem more immersive IMO.
I've dropped some stuff. After they exited Wave Echo Cave, I had them encounter an Adult White Dragon (I know it's way above their capabilities at 5th level, but stay with me). They immediately teleported away, using a homebrew magic item that brings them back to Neverwinter once a day, leaving Nundro Rockseeker (who refused to leave the body of his brother Tharden) behind, resulting in his death. (Dragon of Icespire Peak actually features a Young White Dragon).
So, as far as my players know, there is an Adult White Dragon out there (they've encountered it a couple more times either from a distance or up close since then). In reality, the Adult White Dragon was nothing more than a evil Hobgoblin Wizard, using True Polymorph. The actual white dragon is indeed a young one, and hasn't been causing any trouble at all (well...not recently anyway).
There's this evil cult/society who's hell bent on resurrecting their ancient master. They want to get rid of the dragon as a part of a ritual to resurrect their master, as well as obtain a treasure that the dragon is gonna be guarding (which will be the BBEG's old sword in a magically sealed chest).
Here's two things I would recommend... while repairing the Manse, have them discover hidden paperwork or other details that lead them toward whatever you're hoping them to do in DoIP. Maybe the Half-Orcs were working with someone else or were planning to attack a specific location. If that doesn't work, maybe the manse was used as a meeting place for thieves or spies that have business in DoIP.
At that point there are two things I'd recommend... if they seem intrigued by the hints they've found maybe give them some reason to hire workers to repair the manse while they take the time to go on an adventure. If they'd rather focus on repairing the place themselves, have them get attacked by a group from DoIP once they've got a good amount of repairs taken care of... that way you can have a fun "tower defense" scene where they can use the stuff they've been building for their base so they feel like they weren't just wasting their time, but it also kind of scratches the itch of having a base and makes it feel like that chapter, in a storytelling sense, is complete for now, and it's something they can come back to later now that they've seen the defenses are good enough to keep out attackers.
If there no hook, have fun with the troubles of repair. Sorry Mr. Hood, the union says You have to employ 3 painters. Opps did you say Pretty in Pink or Pretty Pink paint? Only have one gallon of pretty in pink. We may have go all around the paint shops in Waterdeep to get the other 6 gallons. (Shades of me and mom shopping for paint in the 70s). The local lumber is still green. Or has been purchased by someone from the next module. Etx
Try communicating with them outside of the game. Nothing wrong with a simple "Hey, guys, it's cool to take some time fixing up the manse, but if we could get back into the adventure part soon I'd appreciate it. Thanks." Remember, you're working together to tell a story.
Fixing up a manse takes cash, they run out and need money, job board sends them somewhere that lets them discover something about plot, they are back in the game. Railroading is presenting only one solution to encounters, having a plot for the players to engage with is being a good DM.
Fixing up a manse takes cash, they run out and need money, job board sends them somewhere that lets them discover something about plot, they are back in the game. Railroading is presenting only one solution to encounters, having a plot for the players to engage with is being a good DM.
Forcing them to engage with that plot when they would rather be doing something else is also a form of railroading.
I think you could do with watching a few MCDM videos as well as just posting them as replies. But my reply was not to you it was for the OP. I know your stances on D&D from previous conversation’s in other threads and I have no intention of debating with you in future threads including this one. Have a good day.
I think you could do with watching a few MCDM videos as well as just posting them as replies. But my reply was not to you it was for the OP. I know your stances on D&D from previous conversation’s in other threads and I have no intention of debating with you in future threads including this one. Have a good day.
No need for debate. And I have watched them all at least twice. Have a good day as well.
@bigLizard - the assumption I am making is that the OP didn’t get his players together, agree to a regular night, have them build character sheets so they can play co-operative tabletop house flipper. And if they did, maybe D&D isn’t the right avenue for that.
the facts we were presented they played through LmoP and the DM is transitioning to DoIP - they need a reason to do that. If that is the module the DM has prepped getting his players from the end of one to start of another is not railroading, it’s not writing solutions for them. They control the journey but the DM has the map and directions.
you are right that it comes of time and time again in threads where the believe that done sort of unattainable sandbox setup is the only true way to not railroad players and steal agency from them.
While some people might truly believe that I have seen some absolutely horrible advise handed out to first time DM’s that I genuinely believe makes it harder for them, sets false bars, and increases the chance of them failing or burning out.
my reference earlier to watching MC videos rather than posting them is because he goes into great detail in a video that what the people who post his videos often call railroading is in fact not.
the DM and group just played LMoP and are transitioning to IP that should tell you all you need to know about the group’s level of experience, they don’t need a 20yr D&D vets sandbox propaganda, they need advice on adventure hooks and to not feel like planning=railroading.
Which is exactly why I recommend using the foreshadowing that the OP stated they had already done to advance the goal of transitioning into IP using it as the current “B plot” that will rotate into the “A plot.”
If you are so inclined (it is not free) you could check out Colville's "Strongholds and Followers" rules. There are rules in there for how long it takes, and how much gold, to fix up an existing keep/tower/establishment/etc. Assuming they hire workers and put a foreman in charge of the repairs, there is probably not going to be a lot for the party to do personally to participate in the repairs. They need skilled workers for that (brick layers, masons, carpenters, etc) -- which hardly any PCs will have in their backgrounds. So while the foreman is in charge and the workers are making repairs for months, the PCs should be willing to go find something else to do -- especially, find a way to make some money to pay all those workers. This is a good reason to go adventuring. Unless they want to RP getting full-time jobs in the magic shop as clerks or something (and that would almost certainly NOT pay enough to repair and maintain a manse).
Also there is upkeep... Colville recommends 10% of the total value of the place per season (which is 40% a year). If the manse is worth, say, 10,000 gp, they're going to need to come up with 1,000 gp every season to maintain it. And that does not count paying NPCs to staff it -- those cost even more. Again... good reason to go off adventuring.
They'd just better put someone honest in charge or an NPC up to no good could rob them blind... ;)
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So, I'm running a campaign for some friends. It started with LMoP, and I'm peppering in some DoIP stuff in it right now. I had them meet Falcon and he sent them to the Woodland Manse to clear out the evil Talos-worshipping half-orcs that were there. Now, they are back in Neverwinter and at the end of last session, they bought supplies in order to fix up the Woodland Manse, so they can use it as base of operations. How do I get them back on track without making it seem like I'm railroading them?
I mean, the simple answer is let them fix up the mansion. Why prevent the players from doing what they want. In my game, were currently about 3 sessions behind where I thought we'd be because I'm not going to stop the players from having their RP moments and force them to end their hour long conversation at the tavern. While it can be a bit boring on me, I do try to throw random passer-byes to give me some things to do (or focus on the things they say and get some plot hooks).
But in reality there is no way to "get them on track" without forcing their hands a bit. I guess why is it really an issue that they are off track? It doesn't sound like they jumped ship and became pirates right before the BBEG.
Can you drop a little foreshadowing for DoIP? Little hints of something perhaps? I honestly don’t know, I am unfamiliar with that one.
As hollowtpm stated, let them fix up their Manse, but this is a good opportunity the use that foreshadowing as a minor B-plot to help keep things simmering. Stuff like that always makes things seem more immersive IMO.
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I've dropped some stuff. After they exited Wave Echo Cave, I had them encounter an Adult White Dragon (I know it's way above their capabilities at 5th level, but stay with me). They immediately teleported away, using a homebrew magic item that brings them back to Neverwinter once a day, leaving Nundro Rockseeker (who refused to leave the body of his brother Tharden) behind, resulting in his death. (Dragon of Icespire Peak actually features a Young White Dragon).
So, as far as my players know, there is an Adult White Dragon out there (they've encountered it a couple more times either from a distance or up close since then). In reality, the Adult White Dragon was nothing more than a evil Hobgoblin Wizard, using True Polymorph. The actual white dragon is indeed a young one, and hasn't been causing any trouble at all (well...not recently anyway).
There's this evil cult/society who's hell bent on resurrecting their ancient master. They want to get rid of the dragon as a part of a ritual to resurrect their master, as well as obtain a treasure that the dragon is gonna be guarding (which will be the BBEG's old sword in a magically sealed chest).
Well then:
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Here's two things I would recommend... while repairing the Manse, have them discover hidden paperwork or other details that lead them toward whatever you're hoping them to do in DoIP. Maybe the Half-Orcs were working with someone else or were planning to attack a specific location. If that doesn't work, maybe the manse was used as a meeting place for thieves or spies that have business in DoIP.
At that point there are two things I'd recommend... if they seem intrigued by the hints they've found maybe give them some reason to hire workers to repair the manse while they take the time to go on an adventure. If they'd rather focus on repairing the place themselves, have them get attacked by a group from DoIP once they've got a good amount of repairs taken care of... that way you can have a fun "tower defense" scene where they can use the stuff they've been building for their base so they feel like they weren't just wasting their time, but it also kind of scratches the itch of having a base and makes it feel like that chapter, in a storytelling sense, is complete for now, and it's something they can come back to later now that they've seen the defenses are good enough to keep out attackers.
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If there no hook, have fun with the troubles of repair. Sorry Mr. Hood, the union says You have to employ 3 painters. Opps did you say Pretty in Pink or Pretty Pink paint? Only have one gallon of pretty in pink. We may have go all around the paint shops in Waterdeep to get the other 6 gallons. (Shades of me and mom shopping for paint in the 70s). The local lumber is still green. Or has been purchased by someone from the next module. Etx
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Try communicating with them outside of the game. Nothing wrong with a simple "Hey, guys, it's cool to take some time fixing up the manse, but if we could get back into the adventure part soon I'd appreciate it. Thanks." Remember, you're working together to tell a story.
Wizard (Gandalf) of the Tolkien Club
Fixing up a manse takes cash, they run out and need money, job board sends them somewhere that lets them discover something about plot, they are back in the game. Railroading is presenting only one solution to encounters, having a plot for the players to engage with is being a good DM.
Forcing them to engage with that plot when they would rather be doing something else is also a form of railroading.
Creating Epic Boons on DDB
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I think you could do with watching a few MCDM videos as well as just posting them as replies. But my reply was not to you it was for the OP. I know your stances on D&D from previous conversation’s in other threads and I have no intention of debating with you in future threads including this one. Have a good day.
No need for debate. And I have watched them all at least twice. Have a good day as well.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
@bigLizard - the assumption I am making is that the OP didn’t get his players together, agree to a regular night, have them build character sheets so they can play co-operative tabletop house flipper. And if they did, maybe D&D isn’t the right avenue for that.
the facts we were presented they played through LmoP and the DM is transitioning to DoIP - they need a reason to do that. If that is the module the DM has prepped getting his players from the end of one to start of another is not railroading, it’s not writing solutions for them. They control the journey but the DM has the map and directions.
you are right that it comes of time and time again in threads where the believe that done sort of unattainable sandbox setup is the only true way to not railroad players and steal agency from them.
While some people might truly believe that I have seen some absolutely horrible advise handed out to first time DM’s that I genuinely believe makes it harder for them, sets false bars, and increases the chance of them failing or burning out.
my reference earlier to watching MC videos rather than posting them is because he goes into great detail in a video that what the people who post his videos often call railroading is in fact not.
the DM and group just played LMoP and are transitioning to IP that should tell you all you need to know about the group’s level of experience, they don’t need a 20yr D&D vets sandbox propaganda, they need advice on adventure hooks and to not feel like planning=railroading.
Which is exactly why I recommend using the foreshadowing that the OP stated they had already done to advance the goal of transitioning into IP using it as the current “B plot” that will rotate into the “A plot.”
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
If you are so inclined (it is not free) you could check out Colville's "Strongholds and Followers" rules. There are rules in there for how long it takes, and how much gold, to fix up an existing keep/tower/establishment/etc. Assuming they hire workers and put a foreman in charge of the repairs, there is probably not going to be a lot for the party to do personally to participate in the repairs. They need skilled workers for that (brick layers, masons, carpenters, etc) -- which hardly any PCs will have in their backgrounds. So while the foreman is in charge and the workers are making repairs for months, the PCs should be willing to go find something else to do -- especially, find a way to make some money to pay all those workers. This is a good reason to go adventuring. Unless they want to RP getting full-time jobs in the magic shop as clerks or something (and that would almost certainly NOT pay enough to repair and maintain a manse).
Also there is upkeep... Colville recommends 10% of the total value of the place per season (which is 40% a year). If the manse is worth, say, 10,000 gp, they're going to need to come up with 1,000 gp every season to maintain it. And that does not count paying NPCs to staff it -- those cost even more. Again... good reason to go off adventuring.
They'd just better put someone honest in charge or an NPC up to no good could rob them blind... ;)
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.