I eventually learned to stop worrying and love the unplanned new main plot driving character for future episodes. d20-fuck-ya

  • WhatDoYouMeanPodcast [comrade/them]
    hexbear
    1
    edit-2
    10 months ago

    DMs like this should just write a book. It's the same outcome because I've only ever gotten people to read 20 pages when I joined a writer's workshop. But at least you get the satisfaction of seeing the plot through.

    Come to think of it. I did this to myself. I wrote, in a novel, a sassy woman who tricks the party into thinking they lost the minerals they were sent on a quest to find while they were talking to a related woman. I liked the duo so much they ended up as recurring characters who are important to the plot. They represent an anarchist, matriarchal commune who bend the rules in two warring countries (one communist, one capitalist), one of them is the adopted mother of one of the characters. They really stole the spotlight when it was originally supposed to be one woman who was a plot contrivance.

    • grym [she/her, comrade/them]
      hexbear
      2
      edit-2
      10 months ago

      In general, writing little short stories, or in-universe little pieces (article, newspaper text, journal, etc.) is a good way for worldbuilding and plot-enjoying GMs, and honestly for all GMs I think, to let their cool ideas out without making their game pre-written and boring.

      Like, you've got an NPC, villain or plot you really find cool? Great, write some foundation for it the players might come across and interact with and don't assume anything they might do. Then, depending on how it's going to come up in play, you can write some stories with your cool NPC that you really enjoy thinking about, either something in the past, some parallel event that the players might hear about (did you hear the weird merchant somehow set that village on fire?), or even more involved stories and adventures if you know the NPC is not going to meet the players or their role has already been fulfilled.

      Sometimes you have a very cool idea, you introduce it in play, the players do something unexpected or just don't really grab on it, that's fine. The weird merchant goes on their merry way to his own stories, it gives you a way of venting the things you wanted to do and even things you couldn't have done with your players, a way of building your world a little more. It's like a kind of solo-session for yourself :)