Why is it easier to help other GMs than plan my own game


Advice


So I've jumped into a lot of threads lately about helping others; creating little mini-dungeons, plot lines, and interesting NPCs and monsters. Yet I had a little free time today and sat down to look at my own game:

Flamenwing Castle:
The PCs are currently in the middle of helping a weaponsmith reclaim a shrine and an amulet that makes the forge in the shrine work. The forest around the shrine is infested with undead but these undead are for the first time being directed by some kobold clerics. The party is APL 1 and will soon be APL 2.
Once they're done... I got nothin.

I figured I'd sit down and brainstorm a few 1-paragraph adventure ideas for my game. No pressure, just stuff I could play as a one-shot once they got back to town. After hours I had enough general ideas for 3 good one-shots.

As a mental exercise I did the same thing for a buddy's game. I'm not playing in said game but I know the setting, general PCs and players. They're also APL 1. Inside of 10 minutes I had 4 ideas that really seemed interesting to me.

So, is it my players? Is it me? Does anyone else go through this? Maybe I'm too close to my own game to plan it out. I'm not trying to overplan, but I'm not yet at the "no prep" level of GMing.


Oh Mark, your self-doubt does not befit you. But I'll see if I can give you a hand. I've been a bit stuck on my own (very fresh) campaign, so maybe this will help getting creative juices running. I feel you, although I'm getting more stuck on specifics (how do I make a mystery that the characters wont completely miss!) but I understand how you feel.

I think you're having a common form of writers block, where the pressure of having your own game to run (and wanting it to be good) is keeping you down. I'll post some ideas in a bit.

BTW, I dont think anyone can do "no prep".


I love being creative. Reading and watching movies can give you some ideas as can walking around and just looking around. If you want some ideas as to where to go from there;
The Kobolds are being directed by a kobold elder from a cavern deep underground who wants the amulet. The elder once worshiped/worked for a dragon who used to protect the shrine until some pesky adventurers offed him. Now the elder wants to reclaim the amulet which was originally an important part of the dragon's horde. With the amulet (and several other parts = more adventures) the elder plans to recreate an artifact and resurrect the dragon. Race to the pieces!
*edit also the elder was in actuality (some other things that was baleful polimorphed or something) and the artifact allows him/it to reclaim his/it's original form, which happens to be (something or other... maybe even said dragon)!!!!


williamoak wrote:
BTW, I dont think anyone can do "no prep".

Three words:

Tri
Omega
Zero

TOZ can pull off no prep. I know because in every GM advice thread he's in he posts the link... and little else. Man of few words, master of them all...


Honestly, we could probably help each other. I've got this little situation:

My players are dwarven conscripts, doing the equivalent of their military service. I'm rushing them to level 5 (1 level per session until level 5, where I'll slow it down) , and I'm missing a level 4 idea (after level 5, underground adventure). They are level 3, and currently assisting the dwarven prince who is on a diplomatic mission. Aftwerwards, they will return to their underground city. However, no idea what to do. Kinda lost.

As for you, any long-term plans? I have a bunch of ideas for simple oneshots, but I wonder if you have any long-term direction.

Edit: CURSE YOU TOZ FOR RAISING THE BAR FOR US ALL!!!(shake my fist at the heavens)
But seriously, that's what I'm aiming for. Considering this is my FIRST campaign, I'm not too stressed about no being there.


That's what consultants do. Obviously no one can afford us on a permanent basis.

Seriously though the truth is our narrative in mind needs a second look to point out things we missed.....

Unless of course you are the all seeing great and powerful TOZ!


So, the plot they're on now was supposed to be a side quest. The main thing is

Flamenwing Megadungeon:
Flamenwing Castle is a ruin; beneath it are numerous disparate outposts of underground constructions. No one knows why they were built but it is known that, when the keep was sieged and ruined by a dragon it's kobold minions settled into some of these lower halls. The dragon herself was imprisoned by divine magic; most believe that ever since the kobolds have sought a way to free their mistress.

The main bulk of the game is exploring the many "dungeon outposts" beneath the ruins. This megadungeon isn't just one big nebulous level after another, but rather hundreds of small to large dungeons interconnected vertically, horizontally and magically.

The party started out going into the megadungeon to rescue other adventurers. While in this first outpost they learned that the kobold "meiger" or master of the region was a sadist who has victims flayed alive so as to use their flesh for scrolls. The Meiger is also an arcanist and sage; he keeps a "Scritedra" or library of books and scrolls and the whole of this particular outpost is part of that industry. There is an economy in Flamenwing; the scritedra produces scrolls, tomes and victims; they are paid by other kobolds as well as other evil, sentient beings in the dungeon for their wares.

2 people from the "other" adventuring group survived and returned with the PCs. One of these has joined the party as another PC; the other is a female rogue NPC who has vowed vengeance on the Scritedra Meiger. The party is off on their current "side quest" helping secure the shrine while this NPC is digging up as much info on the Meiger and the Scritedra as she can.

So, when the party comes back to town they expect to level, have a little more downtime, then meet up with the rogue. I honestly don't know what to do. Do I have the rogue find more than she bargained for and get disappeared by the Meiger? Do I have her tell the PCs everything and just have them get into the dungeon and start hacking? Should I try some different angle I hadn't thought of, and if so, what IS that angle?

I think part of what's throwing me is: my players are grown up professionals; we only meet for a few hours 1/month; 2 of the 4 guys don't even CARE what the plot is and aren't about to start tracking a mystery plot like "what happened to the rogue" - they signed onto this campaign because they heard "Megadungeon Hack".


Mark Hoover wrote:

So, the plot they're on now was supposed to be a side quest. The main thing is

** spoiler omitted **

So, when the party comes back to town they expect to level, have a little more downtime, then meet up with the rogue. I honestly don't know what to do. Do I have the rogue find more than she bargained for and get disappeared by the Meiger? Do I have her tell the PCs everything and just...

I think you've mentionned it before. I think you're players might (keyword might) be more satisfied by pure slashyness. No guarantees though.

And I get the impression that you want to run more of a story? But that's difficult when gaming so infrequently. Hm...

How about you trap them in the dungeon? They get the fighting they want, you just need to be crafty (maybe the factions inside the keep dont agree as well as it first seemed...), and more danger is always around the corner.


@ Willy Oakenfield: what have the dwarves done so far? Right off the top I'd say the PCs return from their diplomacy only to find that, while away there has been a coup and the prince is no longer wanted back in town. Oh sure, outside of town there's a small host of those loyal to him that got out alive, but they are no match for the horde within.

While the main force creates a diversion the PCs have got to get into the city, make for the throne room, and secure a powerful item for the prince. Once in hand it can turn the tide of the conflict. The thing is protected by the coup's guards though so the party can't just waltz in and swipe it.

All the while, as they're traversing the inner sanctum of the prince's digs they see signs that he might be in league with evil. Maybe he's got some daemonic symbols on the walls; maybe he's got a pet red dragon; whatever the case when the party returns to the prince he denies evil emphatically saying that the members of the coup must've planted the evidence. Now the party has to decide: support the prince or try to steal the McGuffin for themselves. Maybe they even side with the coup.

Another way to go would be, since they're getting so close to their 5th level starting point, give them a pre-cursor to the underground adventure. Have them summoned out of the city to deal with some menace. Turns out said menace is from the spot they're going to start adventuring in at level 5. Now they've got a solid reason to go there, hack the dungeon and keep at it til they're finished.


Mark Hoover wrote:

@ Willy Oakenfield: what have the dwarves done so far? Right off the top I'd say the PCs return from their diplomacy only to find that, while away there has been a coup and the prince is no longer wanted back in town. Oh sure, outside of town there's a small host of those loyal to him that got out alive, but they are no match for the horde within.

While the main force creates a diversion the PCs have got to get into the city, make for the throne room, and secure a powerful item for the prince. Once in hand it can turn the tide of the conflict. The thing is protected by the coup's guards though so the party can't just waltz in and swipe it.

All the while, as they're traversing the inner sanctum of the prince's digs they see signs that he might be in league with evil. Maybe he's got some daemonic symbols on the walls; maybe he's got a pet red dragon; whatever the case when the party returns to the prince he denies evil emphatically saying that the members of the coup must've planted the evidence. Now the party has to decide: support the prince or try to steal the McGuffin for themselves. Maybe they even side with the coup.

Another way to go would be, since they're getting so close to their 5th level starting point, give them a pre-cursor to the underground adventure. Have them summoned out of the city to deal with some menace. Turns out said menace is from the spot they're going to start adventuring in at level 5. Now they've got a solid reason to go there, hack the dungeon and keep at it til they're finished.

Actually, I think your last sentence is the idea I was looking for. I'll have some incidents with infiltrators that could lead into them needing to go outside the city (which is undergroud, 75 k citizens, and HEAVILY lawful (prince is also a paladin, sorry for not mentionning)).

Could use more goblins... suggest that they are being led by a slave master (either drow, aboleth, illithid or orcs. Probably not orcs)

I wrote a history and everything! (smiles like a dumb kid)
http://paizo.com/threads/rzs2qhu3?Williamoaks-greatmine-a-story-of-dwarves


williamoak wrote:
How about you trap them in the dungeon? They get the fighting they want, you just need to be crafty

OMG W.O., as soon as I read this I immediately saw a scene pop into my head. The party, weary and worn from hacking down into the scritedra with the rogue is ready to head out. She says "wait here, I'll scout ahead..." seconds later there is the sound like stone, grating on stone. The party moves up to see the rogue sealing them in as a stone block lowers into place. "I'm so sorry..." she sobs, looking the paladin that saved her life right in the eye, "I have to do this; you don't KNOW what they are, what they can do! I can't let you ou..." and the block slams home.

You're wounded, low on resources, and trapped in one of the most deadly delves in Karnoss.

Yes, that sounds like a cool avenue to pursue. Now I just have to figure how to get from where they are right now to that scene.


Mark Hoover wrote:
williamoak wrote:
How about you trap them in the dungeon? They get the fighting they want, you just need to be crafty

OMG W.O., as soon as I read this I immediately saw a scene pop into my head. The party, weary and worn from hacking down into the scritedra with the rogue is ready to head out. She says "wait here, I'll scout ahead..." seconds later there is the sound like stone, grating on stone. The party moves up to see the rogue sealing them in as a stone block lowers into place. "I'm so sorry..." she sobs, looking the paladin that saved her life right in the eye, "I have to do this; you don't KNOW what they are, what they can do! I can't let you ou..." and the block slams home.

You're wounded, low on resources, and trapped in one of the most deadly delves in Karnoss.

Yes, that sounds like a cool avenue to pursue. Now I just have to figure how to get from where they are right now to that scene.

Are your players... GREEDY? There's no motivator like gold.

Another BIG motivator is theft. Most players I know will go through hell & high water to get back something stolen.

Although I would probably recommend trying to resolve this in one session, so that their GREED is still strong.


I think y'all both got great ideas lol having been suggested awesome stuff by both lol and I would kill to have y'all as my GM lol

Shadow Lodge

I would suggest is there anything that the players keyed on that wasn't expanded in the initial sessions / plot arc you can develop those.

One of the ones I saw kind of sticking out a little would be the rest of the kobold clan shows up, looking for their clerics then begin harassing the people that killed their spiritual leaders.

If you got character back stories from the PCs pillage them shamelessly for plot hooks.

If you really feel cornered framing one of the PCs for murder can buy you some breathing space.

Though if you're feeling overwhelmed with prep, this book is kind of one of the best ones I've found for going over how to approach prep and break it up so it's manageable.
http://paizo.com/products/btpy8vru?Never-Unprepared-The-Complete-Game-Maste rs-Guide-to-Session-Prep

Silver Crusade

Mark Hoover wrote:


OMG W.O., as soon as I read this I immediately saw a scene pop into my head. The party, weary and worn from hacking down into the scritedra with the rogue is ready to head out. She says "wait here, I'll scout ahead..." seconds later there is the sound like stone, grating on stone. The party moves up to see the rogue sealing them in as a stone block lowers into place. "I'm so sorry..." she sobs, looking the paladin that saved her life right in the eye, "I have to do this; you don't KNOW what they are, what they can do! I can't let you ou..." and the block slams home.

You're wounded, low on resources, and trapped in one of the most deadly delves in Karnoss.

Yes, that sounds like a cool avenue to pursue. Now I just have to figure how to get from where they are right now to that scene.

"Wait, I will help you to scout ahead!", says the PC rogue.

What do you do know?
You can probably work around a mage casting grease under the NPC (she slips and is crushed by her very own stone, still trapping the group though), but...
Seriously though, you might want to think of a backup plan. Relying on the group to let the NPC go first (and alone) can really backfire, especially if the group expects the "Our NPC friend will die alone and/or betray us at some point"-cliché. Are there any other NPCs that could do this, so that the entrance is already blocked when they reach it?

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