What's an old GM on the fly to do, no pre made adventures?

Post/Author/DateTimePost
#1

BigBobSr6000

Aug 07, 2014 22:03:43

Hi all.

 

I have been GMing since the 1970's. Past 20+ years have GM on the fly. I really do not like being restricted to a set adventure, restricted character creation or any thing that forces me to do so. My FLGS asked me to GM the Wednesday Encounters, I said I would. Now I find out about this set way to play with little to no leaway. This restrictive play really sucks the fun out of it for me.

 

I just do not like my creativity and imagination being held back. What if I want to use different monsters? or a different setting all together? Can I?

 

Just do not like organized play.

 

So, now What? Any suggestions?

 

Thanks for any comments...............Bob..............

#2

AriKanen

Aug 07, 2014 23:20:14

First, if you don't like organized play, I would ask them to find someone else.  If they can't then take one of the team and bring on some new blood. God knows the hobby needs it.  

 

But, fortunately, AL is not as constrictive as the biggest organized play RPG out there.  I have seen hard and fast rules about not changing anything in the module that you are running, but AL has taken a different tack.  

 

 Check the section "Tips of the Dungeon Master" on page 11 of the AL Player's Guide, and in case you don't have it handy, I'll highlight some interesting statements:  "Make decisions and adjudications that enhance the fun of the adventure when possible."  That "rule" is bolded in the book.  

 

The simple way to think about it is, that AL does not contrain you to follow the path of the module.  You wouldn't be doing anything wrong if the players decided to go a different direction and force you to get creative.  Though, I would give the module a chance and see how it works out but don't force the players there.  I would just give them the clues that the book lists out, and let them make their decision.  The only thing DMs are really constricted by, is the giving out of magic items.  If they aren't in the book, they can't take it to their next adventure.  But other than that...do what you/they want.  Just remember the rule stated above. 

 

That's my reading of Page 11.  

#3

Vaeron

Aug 07, 2014 23:23:02

The Adventurer's League book they released about a week ago gives a lot of leeway to DMs in making the experience fun for everyone. The changes you want to make might be outside the scope (where would you find 5e compatible alternate monsters, for example?), but I'll paste from the pdf (at

http://media.wizards.com/downloads/dnd/ADVLeague_PlayerGuide_TODv1.pdf)

 

• You are empowered to make adjustments to the
adventure and make decisions about how the group
interacts with the world of this adventure. This is
especially important and applicable outside of combat,
but feel free to adjust the adventure for groups that are
having too easy or too hard of a time.
• Don’t make the adventure too easy or too difficult for
a group. Never being challenged makes for a boring
game, and being overwhelmed makes for a frustrating
game. Gauge the experience of the players (not the
characters) with the game, try to feel out (or ask) what
they like in a game, and attempt to give each of them
the experience they’re after when they play D&D. Give
everyone a chance to shine.
• Be mindful of pacing, and keep the game session
moving along appropriately. Watch for stalling, since
play loses momentum when this happens. At the
same time, make sure that the players don’t finish too
early; provide them with a full play experience. Try to
be aware of running long or short. Adjust the pacing
accordingly.
• Give the players appropriate hints so they can make
informed choices about how to proceed. Players
should be given clues and hints when appropriate
so they can tackle puzzles, combat, and interactions
without getting frustrated over lack of information.
This helps to encourage immersion in the adventure
and gives players “little victories” for figuring out good
choices from clues.
In short, being the DM isn’t about following the
adventure’s text word-for-word; it’s about facilitating a
fun, challenging game environment for the players.

 

 

#4

Thank_Dog

Aug 08, 2014 0:08:44

BigBobSr6000 wrote:
(Reply to #4)

Tyranthraxus

Thank_Dog wrote:
#6

BigBobSr6000

Aug 08, 2014 5:10:19

Thank you all for your comments. Been helpful.

 

No this is not a troll. I do not do that ever. I am just concerned about being restricted to a set adventure. That I cannot make up my own adventure or take the party in any direction they want to go. I read you can't roll for your abilities, which I like doing as an example.

 

I do not prep anything in advance when I GM. I let the players develop the story. I react to their actions. I never know what is going to happen next until I make it up on the spot. I have GM'd as many as 5 different sessions a week with each different group having 4-6 players. Only jotting down a few notes during game play and having a list of players and characters with abilities notes.

 

It all boils down to I just plain do not like any kind of organized restrictive play in RPG's. I really tried to give Pathfinder Society Organized play a chance for couple of months, even went to one of their conventions. Had to quit cause to restrictive and had to fill out paper work and post results online.

 

I just want to have fun GMing. I cannot with this new system. I will still do my own thing in my home or others, but this is not for me as a GM or player.

 

Bob..................

 

 

#7

Thank_Dog

Aug 08, 2014 5:46:31

BigBobSr6000 wrote:
#8

DM_HEEGZ

Aug 08, 2014 5:57:41

Sounds like Organized Play is not for you perhaps. You could use the published adventures as a framework and DM the stories contained within them. You would still need to oversee the episodic content, but there is a lot of license for the DM to make adjustments. You could try this as an opportunity to stretch yourself as a DM, and do it to help your local store and maybe mentor some younger DMs. Nothing is stopping you from DMing groups outside of the Adventurer's League as well. Maybe do one Encounters group on Wednesdays and your own thing on other nights of the week.

#9

JodyJohnson

Aug 08, 2014 6:38:16
There's using leeway with the adventure for the sake of fun, and then there is leaving the reservation where you don't even want to run the adventure. They need to find a different DM. OP is not for everyone. I'm not sure it is even for me, but I'll give it a few months.
#10

Pauper

Aug 08, 2014 6:57:09

Here's the thing.

 

Nothing stops the OP from running his own home game with nothing to do with Adventurers League -- I gather that's what he'd really prefer to do.

 

But the game store owner that wants him to run Encounters clearly is hoping to get credit with WotC by reporting Encounters events.

 

There is certainly some degree of flexibility in AL, as noted by those who've discussed page 11 of the ALPG, but not anywhere near the flexibility that the OP wants. And the whole point of an Organized Play campaign is that everyone has a common (though not identical) experience.

 

If the OP is going to do his game store owner a solid and run Encounters, he should stick to the script and run the adventures as written. Heck, he might just find (as others have) that being on a script and thus having some restrictions actually enhances creativity rather than stifles it.

 

--

Pauper

#11

BigBobSr6000

Aug 08, 2014 12:44:59

Thank_Dog wrote:
#12

DM_HEEGZ

Aug 08, 2014 13:10:12

You're welcome. Sounds like I would enjoy playing with you, just not in a store. 

 

I'm sure you will still get to enjoy DMing 5e, I find I like it more and more each day.

#13

Prom

Aug 11, 2014 22:41:22

Might I suggest another approach. Tell the store manager that you are not really interested in running Adventurer league D&D Encounters, but you would be willing to run D&D sessions in their store. Explain what you want to do and see if they are happy with that arrangement.

 

I've done this before, myself. If the store can't get someone to run D&D Encounters they will often take what they can get.