Skip to main content
improved appearance
Source Link
adonies
  • 2k
  • 2
  • 18
  • 19
  1. Give them a chance to advance their characters. Let them play their features and peculiarities, shop around, spend money, carouse, prepare for the next adventure. Do they like games of chance? Dragonchess? Indulge them! Have they gathered money, used up their potions? Let them replenish their supplies! Shop for better weapons/equipment; maybe even a chance to 'silver' items!

  2. Give them a chance to build relationships with NPCs. You mentioned that they are probably in trouble already by creating messes, let them roleplay to solve them and clear themselves out. Meet NPCs, instigate socializing; they should create friends and enemies. Did they lie to the gate guards for getting in the city without paying the toll? Someone will snitch them and the magistrate will question them! Did they break everything in the inn's common room? Let them discuss with the keeper for making amends! Maybe the thieves' guild is interested in hiring them for missions because of their troubles with the law! Or, even worse, the local lawyer...

  3. Whatever captured their interest, or advanced significantly their personality, find a way to tie later into the plot; they will be "wow" when they discover the consequences of their actions. The guy they tricked to win at games of chance was impoverished and he tried in despair to bounty-hunt the same BBEG the PCs are hunting, and they will find his dead body on their way. The satisfied innkeeper will provide them with a rumour about a stream that its cold water rejuvenates. Some lawless band may come later to their aid in their time of need because they enjoy the confidence of the local godfather.

  4. It's a great time to provide background for your setting and your plot. Is the baron cruel? Have a public court and hanging for missing tax payments! Are the goblins dangerous? Have poor orphan beggars line the streets because the outline farms are burnt! Fill in the specifics of the world and the plot, by showing, not telling.

  5. It's a roleplaying game, not only a war/tactics game; yet sometimes a short fight is needed to spice things up and wake some players. Give it to them! A local gang that's pressing the innkeeper comes to collect; let them beat them for fun. Or help the local militia with night patrols outside the walls in goblin territory...

  1. Before I start, a note on perspective: the players don't know that the plot is at standstill and not moving forward; only you, the DM, knows.

  2. Give them a chance to advance their characters. Let them play their features and peculiarities, shop around, spend money, carouse, prepare for the next adventure. Do they like games of chance? Dragonchess? Indulge them! Have they gathered money, used up their potions? Let them replenish their supplies! Shop for better weapons/equipment; maybe even a chance to 'silver' items!

  3. Give them a chance to build relationships with NPCs. You mentioned that they are probably in trouble already by creating messes, let them roleplay to solve them and clear themselves out. Meet NPCs, instigate socializing; they should create friends and enemies. Did they lie to the gate guards for getting in the city without paying the toll? Someone will snitch them and the magistrate will question them! Did they break everything in the inn's common room? Let them discuss with the keeper for making amends! Maybe the thieves' guild is interested in hiring them for missions because of their troubles with the law! Or, even worse, the local lawyer...

  4. Whatever captured their interest, or advanced significantly their personality, find a way to tie later into the plot; they will be "wow" when they discover the consequences of their actions. The guy they tricked to win at games of chance was impoverished and he tried in despair to bounty-hunt the same BBEG the PCs are hunting, and they will find his dead body on their way. The satisfied innkeeper will provide them with a rumour about a stream that its cold water rejuvenates. Some lawless band may come later to their aid in their time of need because they enjoy the confidence of the local godfather.

  5. It's a great time to provide background for your setting and your plot. Is the baron cruel? Have a public court and hanging for missing tax payments! Are the goblins dangerous? Have poor orphan beggars line the streets because the outline farms are burnt! Fill in the specifics of the world and the plot, by showing, not telling.

  6. It's a roleplaying game, not only a war/tactics game; yet sometimes a short fight is needed to spice things up and wake some players. Give it to them! A local gang that's pressing the innkeeper comes to collect; let them beat them for fun. Or help the local militia with night patrols outside the walls in goblin territory...

Plus, they allow a DM to flex sandboxingsandboxing muscles instead of pulling tight railroadingrailroading reins.

  1. Give them a chance to advance their characters. Let them play their features and peculiarities, shop around, spend money, carouse, prepare for the next adventure. Do they like games of chance? Dragonchess? Indulge them! Have they gathered money, used up their potions? Let them replenish their supplies! Shop for better weapons/equipment; maybe even a chance to 'silver' items!

  2. Give them a chance to build relationships with NPCs. You mentioned that they are probably in trouble already by creating messes, let them roleplay to solve them and clear themselves out. Meet NPCs, instigate socializing; they should create friends and enemies. Did they lie to the gate guards for getting in the city without paying the toll? Someone will snitch them and the magistrate will question them! Did they break everything in the inn's common room? Let them discuss with the keeper for making amends! Maybe the thieves' guild is interested in hiring them for missions because of their troubles with the law! Or, even worse, the local lawyer...

  3. Whatever captured their interest, or advanced significantly their personality, find a way to tie later into the plot; they will be "wow" when they discover the consequences of their actions. The guy they tricked to win at games of chance was impoverished and he tried in despair to bounty-hunt the same BBEG the PCs are hunting, and they will find his dead body on their way. The satisfied innkeeper will provide them with a rumour about a stream that its cold water rejuvenates. Some lawless band may come later to their aid in their time of need because they enjoy the confidence of the local godfather.

  4. It's a great time to provide background for your setting and your plot. Is the baron cruel? Have a public court and hanging for missing tax payments! Are the goblins dangerous? Have poor orphan beggars line the streets because the outline farms are burnt! Fill in the specifics of the world and the plot, by showing, not telling.

  5. It's a roleplaying game, not only a war/tactics game; yet sometimes a short fight is needed to spice things up and wake some players. Give it to them! A local gang that's pressing the innkeeper comes to collect; let them beat them for fun. Or help the local militia with night patrols outside the walls in goblin territory...

Plus, they allow a DM to flex sandboxing muscles instead of pulling tight railroading reins.

  1. Before I start, a note on perspective: the players don't know that the plot is at standstill and not moving forward; only you, the DM, knows.

  2. Give them a chance to advance their characters. Let them play their features and peculiarities, shop around, spend money, carouse, prepare for the next adventure. Do they like games of chance? Dragonchess? Indulge them! Have they gathered money, used up their potions? Let them replenish their supplies! Shop for better weapons/equipment; maybe even a chance to 'silver' items!

  3. Give them a chance to build relationships with NPCs. You mentioned that they are probably in trouble already by creating messes, let them roleplay to solve them and clear themselves out. Meet NPCs, instigate socializing; they should create friends and enemies. Did they lie to the gate guards for getting in the city without paying the toll? Someone will snitch them and the magistrate will question them! Did they break everything in the inn's common room? Let them discuss with the keeper for making amends! Maybe the thieves' guild is interested in hiring them for missions because of their troubles with the law! Or, even worse, the local lawyer...

  4. Whatever captured their interest, or advanced significantly their personality, find a way to tie later into the plot; they will be "wow" when they discover the consequences of their actions. The guy they tricked to win at games of chance was impoverished and he tried in despair to bounty-hunt the same BBEG the PCs are hunting, and they will find his dead body on their way. The satisfied innkeeper will provide them with a rumour about a stream that its cold water rejuvenates. Some lawless band may come later to their aid in their time of need because they enjoy the confidence of the local godfather.

  5. It's a great time to provide background for your setting and your plot. Is the baron cruel? Have a public court and hanging for missing tax payments! Are the goblins dangerous? Have poor orphan beggars line the streets because the outline farms are burnt! Fill in the specifics of the world and the plot, by showing, not telling.

  6. It's a roleplaying game, not only a war/tactics game; yet sometimes a short fight is needed to spice things up and wake some players. Give it to them! A local gang that's pressing the innkeeper comes to collect; let them beat them for fun. Or help the local militia with night patrols outside the walls in goblin territory...

Plus, they allow a DM to flex sandboxing muscles instead of pulling tight railroading reins.

deleted 1 character in body
Source Link
adonies
  • 2k
  • 2
  • 18
  • 19
  1. Give them a chance to advance their characters. Let them play their features and peculiarities, shop around, spend money, carouse, prepare for the next adventure. Do they like games of chance? Dragonchess? Indulge them! Have they gathered money, used up their potions? Let them replenish their supplies! Shop for better weapons/equipment; maybe even a chance to 'silver' items!

  2. Give them a chance to build relationships with NPCs. You mentioned that they are probably in trouble already by creating messes, let them roleplay to solve them and clear themselves out. Meet NPCs, instigate socializing; they should create friends and enemies. Did they lie to the gate guards for getting in the city without paying the toll? Someone will snitch them and the magistrate will question them! Did they break everything in the inn's common room? Let them discuss with the keeper for making amends! Maybe the thieves' guild is interested in hiring them for missions because of their troubles with the law! Or, even worse, the local lawyer...

  3. Whatever captured their interest, or advanced significantly their personality, find a way to tie later into the plot; they will be "wow" when they discover the consequences of their actions. The guy they tricked to win at games of chance was impoverished and he tried in despair to bounty-hunt the same BBEG the PCs are hunting, and they will find his dead body on their way. The satisfied innkeeper will provide them with a rumour about a stream that its cold water rejuvenates. Some lawless band may come later to their aid in their time of need because they enjoy the confidence of the local godfather.

  4. It's a great time to provide background for your setting and your plot. Is the baron cruel? Have a public court and hanging for missing tax payments! Are the goblins dangerous? Have poor orphan beggars line the streets because the outline farms are burnt! Fill in the specifics of the world and the plot, by showing, not telling.

  5. It's a roleplaying game, not simplyonly a war/tactics game, butgame; yet sometimes you need a short fight is needed to spice things up and wake some players. Give it to them! A local gang that's pressing the innkeeper comes to collect; let them beat them for fun. Or help the local militia with night patrols outside the walls in goblin territory...

I've done all of these in my campaigns, and they work wonders for immersion and keeping interest in the world/setting/story.

Plus, they allow a DM to flex sandboxing muscles instead of pulling tight railroading reins.

  1. Give them a chance to advance their characters. Let them play their features and peculiarities, shop around, spend money, carouse, prepare for the next adventure. Do they like games of chance? Dragonchess? Indulge them! Have they gathered money, used up their potions? Let them replenish their supplies! Shop for better weapons/equipment; maybe even a chance to 'silver' items!

  2. Give them a chance to build relationships with NPCs. You mentioned that they are probably in trouble already by creating messes, let them roleplay to solve them and clear themselves out. Meet NPCs, instigate socializing; they should create friends and enemies. Did they lie to the gate guards for getting in the city without paying the toll? Someone will snitch them and the magistrate will question them! Did they break everything in the inn's common room? Let them discuss with the keeper for making amends! Maybe the thieves' guild is interested in hiring them for missions because of their troubles with the law! Or, even worse, the local lawyer...

  3. Whatever captured their interest, or advanced significantly their personality, find a way to tie later into the plot; they will be "wow" when they discover the consequences of their actions. The guy they tricked to win at games of chance was impoverished and he tried in despair to bounty-hunt the same BBEG the PCs are hunting, and they will find his dead body on their way. The satisfied innkeeper will provide them with a rumour about a stream that its cold water rejuvenates. Some lawless band may come later to their aid in their time of need because they enjoy the confidence of the local godfather.

  4. It's a great time to provide background for your setting and your plot. Is the baron cruel? Have a public court and hanging for missing tax payments! Are the goblins dangerous? Have poor orphan beggars line the streets because the outline farms are burnt! Fill in the specifics of the world and the plot, by showing, not telling.

  5. It's a roleplaying game, not simply a war/tactics game, but sometimes you need a short fight to spice things up and wake some players. Give it to them! A local gang that's pressing the innkeeper comes to collect; let them beat them for fun. Or help the local militia with night patrols outside the walls in goblin territory...

I've done all of these in my campaigns, and they work wonders for immersion and keeping interest in the world/setting/story.

Plus, they allow a DM to flex sandboxing muscles instead of pulling tight railroading reins.

  1. Give them a chance to advance their characters. Let them play their features and peculiarities, shop around, spend money, carouse, prepare for the next adventure. Do they like games of chance? Dragonchess? Indulge them! Have they gathered money, used up their potions? Let them replenish their supplies! Shop for better weapons/equipment; maybe even a chance to 'silver' items!

  2. Give them a chance to build relationships with NPCs. You mentioned that they are probably in trouble already by creating messes, let them roleplay to solve them and clear themselves out. Meet NPCs, instigate socializing; they should create friends and enemies. Did they lie to the gate guards for getting in the city without paying the toll? Someone will snitch them and the magistrate will question them! Did they break everything in the inn's common room? Let them discuss with the keeper for making amends! Maybe the thieves' guild is interested in hiring them for missions because of their troubles with the law! Or, even worse, the local lawyer...

  3. Whatever captured their interest, or advanced significantly their personality, find a way to tie later into the plot; they will be "wow" when they discover the consequences of their actions. The guy they tricked to win at games of chance was impoverished and he tried in despair to bounty-hunt the same BBEG the PCs are hunting, and they will find his dead body on their way. The satisfied innkeeper will provide them with a rumour about a stream that its cold water rejuvenates. Some lawless band may come later to their aid in their time of need because they enjoy the confidence of the local godfather.

  4. It's a great time to provide background for your setting and your plot. Is the baron cruel? Have a public court and hanging for missing tax payments! Are the goblins dangerous? Have poor orphan beggars line the streets because the outline farms are burnt! Fill in the specifics of the world and the plot, by showing, not telling.

  5. It's a roleplaying game, not only a war/tactics game; yet sometimes a short fight is needed to spice things up and wake some players. Give it to them! A local gang that's pressing the innkeeper comes to collect; let them beat them for fun. Or help the local militia with night patrols outside the walls in goblin territory...

I've done all of these in my campaigns, and they work wonders for immersion and keeping interest in the world/setting/story.

Plus, they allow a DM to flex sandboxing muscles instead of pulling tight railroading reins.

added 1022 characters in body
Source Link
adonies
  • 2k
  • 2
  • 18
  • 19
  1. Give them a chance to advance their characters. Let them play their features and peculiarities, shop around, spend money, carouse, prepare for the next adventure. Do they like games of chance? Dragonchess? Indulge them! Have they gathered money, used up their potions? Let them replenish their supplies! Shop for better weapons/equipment; maybe even a chance to 'silver' items!

  2. Give them a chance to build relationships with NPCs. You mentioned that they are probably in trouble already by creating messes, let them roleplay to solve them and clear themselves out. Meet NPCs, instigate socializing; they should create friends and enemies. Did they lie to the gate guards for getting in the city without paying the toll? Someone will snitch them and the magistrate will question them! Did they break everything in the inn's common room? Let them discuss with the keeper for making amends! Maybe the thieves' guild is interested in hiring them for missions because of their troubles with the law! Or, even worse, the local lawyer...

  3. Whatever captured their interest, or advanced significantly their personality, find a way to tie later into the plot; they will be "wow" when they discover the consequences of their actions. The guy they tricked to win at games of chance was impoverished and he tried in despair to bounty-hunt the same BBEG the PCs are hunting, and they will find his dead body on their way. The satisfied innkeeper will provide them with a rumour about a stream that its cold water rejuvenates. Some lawless band may come later to their aid in their time of need because they enjoy the confidence of the local godfather.

  4. It's a great time to provide background for your setting and your plot. Is the baron cruel? Have a public court and hanging for missing tax payments! Are the goblins dangerous? Have poor orphan beggars line the streets because the outline farms are burnt! Fill in the specifics of the world and the plot, by showing, not telling.

  5. It's a roleplaying game, not simply a war/tactics game, but sometimes you need a short fight to spice things up and wake some players. Give it to them! A local gang that's pressing the innkeeper comes to collect; let them beat them for fun. Or help the local militia with night patrols outside the walls in goblin territory...

I've done all of these in my campaigns, and they work wonders for immersion and keeping interest in the world/setting/story.

Plus, they allow a DM to flex sandboxing muscles instead of pulling tight railroading reins.

  1. Give them a chance to advance their characters. Let them play their features and peculiarities, shop around, spend money, carouse, prepare for the next adventure.

  2. Give them a chance to build relationships with NPCs. You mentioned that they are probably in trouble already by creating messes, let them roleplay to solve them and clear themselves out. Meet NPCs, instigate socializing; they should create friends and enemies.

  3. Whatever captured their interest, or advanced significantly their personality, find a way to tie later into the plot; they will be "wow" when they discover the consequences of their actions.

  4. It's a great time to provide background for your setting and your plot. Is the baron cruel? Have a public court and hanging for missing tax payments! Are the goblins dangerous? Have poor orphan beggars line the streets because the outline farms are burnt! Fill in the specifics of the world and the plot, by showing, not telling.

  5. It's a roleplaying game, not simply a war/tactics game, but sometimes you need a short fight to spice things up and wake some players. Give it to them! A local gang that's pressing the innkeeper comes to collect; let them beat them for fun. Or help the local militia with night patrols outside the walls in goblin territory...

I've done all of these in my campaigns, and they work wonders for immersion and keeping interest in the world/setting/story.

Plus, they allow a DM to flex sandboxing muscles instead of pulling tight railroading reins.

  1. Give them a chance to advance their characters. Let them play their features and peculiarities, shop around, spend money, carouse, prepare for the next adventure. Do they like games of chance? Dragonchess? Indulge them! Have they gathered money, used up their potions? Let them replenish their supplies! Shop for better weapons/equipment; maybe even a chance to 'silver' items!

  2. Give them a chance to build relationships with NPCs. You mentioned that they are probably in trouble already by creating messes, let them roleplay to solve them and clear themselves out. Meet NPCs, instigate socializing; they should create friends and enemies. Did they lie to the gate guards for getting in the city without paying the toll? Someone will snitch them and the magistrate will question them! Did they break everything in the inn's common room? Let them discuss with the keeper for making amends! Maybe the thieves' guild is interested in hiring them for missions because of their troubles with the law! Or, even worse, the local lawyer...

  3. Whatever captured their interest, or advanced significantly their personality, find a way to tie later into the plot; they will be "wow" when they discover the consequences of their actions. The guy they tricked to win at games of chance was impoverished and he tried in despair to bounty-hunt the same BBEG the PCs are hunting, and they will find his dead body on their way. The satisfied innkeeper will provide them with a rumour about a stream that its cold water rejuvenates. Some lawless band may come later to their aid in their time of need because they enjoy the confidence of the local godfather.

  4. It's a great time to provide background for your setting and your plot. Is the baron cruel? Have a public court and hanging for missing tax payments! Are the goblins dangerous? Have poor orphan beggars line the streets because the outline farms are burnt! Fill in the specifics of the world and the plot, by showing, not telling.

  5. It's a roleplaying game, not simply a war/tactics game, but sometimes you need a short fight to spice things up and wake some players. Give it to them! A local gang that's pressing the innkeeper comes to collect; let them beat them for fun. Or help the local militia with night patrols outside the walls in goblin territory...

I've done all of these in my campaigns, and they work wonders for immersion and keeping interest in the world/setting/story.

Plus, they allow a DM to flex sandboxing muscles instead of pulling tight railroading reins.

Source Link
adonies
  • 2k
  • 2
  • 18
  • 19
Loading