Some guy in my writing club referred me to one of your articles, i ended up reading the essays on node based story telling for over two hours, and then i found your UA-cam channel. NOICE! I changed how I dm my games - now everything’s a node with clues. EVERYTHING. I’m doing it in obsidian and i am using plugins (dataview, leaflet) to have maps with links to articles, and the articles have lists of clues pointing to them from other nodes (I’m a software engineer). Shits great! I’ll make a YT video about it later and ping you on twitter or something
As soon as you suggested that you might make a video about de-plotifying modules, I got excited. I love your remixes, and I'd be really interested in hearing any general principles you have for demolishing railroads, so to speak, and building something from them.
The videos will likely dive in deeper, but this article might help tide you over: thealexandrian.net/wordpress/46548/roleplaying-games/how-to-remix-an-adventure
Thanks for sharing, Justin. Sometimes, even seasoned GMs forget the basic rules, like asking "why?" in order to establish motivations. A PC without motivation, after all, isn't very compelling or fun for very long.
2 years ago I started to DM with no gaming experience at all, and did exactly this to set it all up. Now, 88 sessions later we are still going strong. I thought about how to start and how to prep for a bit, and now I see my sources of info, you and Matt Colville, explaining quite clear exactly the conclusion and methods I decided upon back then. Great video! Thanks a lot.
I love your articles about game mastering so it's great to see your vids as well. Your 3 node open planning really speaks to me, and it's influencing me heavily right now as I'm prepping a guest hosting in our normal campaign. The party is going to the plane of air 😊
Off note, your style and views remind me a lot of Beau of the fifth column. Based on your past statements I think you will find him enjoyable, if you don't know him already ❤
Hey man, love your blog and your videos. Thank you for putting your thoughts out there! I am starting a new campaign after a TPK in Waterdeep heist... Was a worthy story, but Xanathars is a minefield. They had opportunities to save themselves but there's only so much you can do. 😅 Starting a new campaign soon and since you helped so much with Dragon heist where better to look! This time, homebrew. Might have to pick up a copy of your book! Cheers.
Great video and top notch advice! Any tips, tools, or approaches to help players create characters with emotional cores? Also, how might these emotional cores be initially constructed so they are playable and approachable for the whole table?
Hi Justin! I was wondering if you could make a Pacing 101 video on how to keep the pace in your TTRPG games. I am on the struggle bus when it comes to pacing and I am tired of blaming my players and ready to take ownership but I need help 😅
This is definitely on my To Do list! If you just can't wait, check out Pacing for the Beginning GM: thealexandrian.net/wordpress/49547/roleplaying-games/pacing-for-the-beginning-gm
XP for gold is nice because it clearly points the players in the direction of a default goal that can be flexibly used to motivate almost any expedition-based adventure. (It's a treasure hunt and you can add treasure almost anywhere.) It's better than XP for combat, IMO, because it aligns the XP with a GOAL instead of the OBSTACLE. (When your obstacles become the goal, it flattens gameplay.) But while default goals and default actions can provide a nice safety net or starting point, they're never going to be as good as specific goals that are created by the players and/or arise out of the events of actual play.
This design is simply just the premise of course,. The details depend on the Players and what type of gaming they enjoy, no two players are alike. I've had a hundred fantasy RPG players who want to explore and combat all the time, yet a couple dozen who could spend 4 hours in roleplaying base don there character's backstory. Many of my players WANT AW STRONG OVERARCHING PLOT as the top priority, they don't get excited other wise. Other players want there character to be the driving impetus of the plots. There is no one size fit all solution. Though yes, for a basic premise this fits well for sure. But much needs to be built through gameplay and will.
Nope. The "every PC is personally connected to the adventure" thing is the WORST kind of hacky garbage. I see it time and time again. The GM has the Cleric's evil twin sister make an appearance and reveal how the Druid's dead father stole the Fighter's magic codpiece and sold it to sworn blood enemy of the Monk's family. Now the big bad is using it to terrorize the Wizard's village. That type of thing is unrealistic and the worst kind of railroad-y pandering. In the real world, things aren't ever that conveniently connected. So forcing that hacky crap into the game to manufacture some artificial "connection" to motivate the PCs is just silly. If your players need FAKE motivation to entice them into adventure, find better players.
This guy is simply the best of the best in what he does. Just a simple question, why? and loads of clarity comes.
Agree so much on this!
Indeed!
Some guy in my writing club referred me to one of your articles, i ended up reading the essays on node based story telling for over two hours, and then i found your UA-cam channel. NOICE! I changed how I dm my games - now everything’s a node with clues. EVERYTHING. I’m doing it in obsidian and i am using plugins (dataview, leaflet) to have maps with links to articles, and the articles have lists of clues pointing to them from other nodes (I’m a software engineer). Shits great! I’ll make a YT video about it later and ping you on twitter or something
It's great to hear it's working out so well for you! Glad you're having fun!
As soon as you suggested that you might make a video about de-plotifying modules, I got excited. I love your remixes, and I'd be really interested in hearing any general principles you have for demolishing railroads, so to speak, and building something from them.
The videos will likely dive in deeper, but this article might help tide you over: thealexandrian.net/wordpress/46548/roleplaying-games/how-to-remix-an-adventure
@@TheAlexandrian Thank you. I see I have yet to even get close to plumbing the depths of the blog. And I'm definitely looking forward to your book.
@@TheAlexandrianThanks for the article to tide us over. I second a request for that video!
You do such a great job elucidating these abstract ideas. I really appreciate your work (here and on your website).
Thanks!
I really try to find ways to take these abstract principles and break them down into something concrete and specific that anyone can do.
Thanks for sharing, Justin. Sometimes, even seasoned GMs forget the basic rules, like asking "why?" in order to establish motivations. A PC without motivation, after all, isn't very compelling or fun for very long.
'You've completed watching the moving pictures in the box, taking in the information your Wisdom has increased by 1!'
2 years ago I started to DM with no gaming experience at all, and did exactly this to set it all up. Now, 88 sessions later we are still going strong. I thought about how to start and how to prep for a bit, and now I see my sources of info, you and Matt Colville, explaining quite clear exactly the conclusion and methods I decided upon back then. Great video! Thanks a lot.
I've been a HUGE reader of your website essays! Super cool to find you have video's too!
Great to have you here!
Excellent tips once again. Can't wait to get my hands on the book to up my game.
I also can't wait to get my hands on it! November can't get here soon enough!
Great video, can't wait to get your book.
Thanks! Hope you love the book!
I’m a simple man, I see things written by Justin Alexander and I buy them.
Awww.... Thank you!
This man is an RPG genius
You made my day. Thanks!
I love your articles about game mastering so it's great to see your vids as well.
Your 3 node open planning really speaks to me, and it's influencing me heavily right now as I'm prepping a guest hosting in our normal campaign. The party is going to the plane of air 😊
Sounds like fun!
Fabulous info, and your book is an invaluable aid for any GM!
I would very much like to see the video about why and how you want to rip plot out of pre-written material.
Video is definitely coming at some point, but this might tide you over: thealexandrian.net/wordpress/4147/roleplaying-games/dont-prep-plots
This is literally the best explanation.
ordered the book !
very good thanks
Hope you enjoy it!
Thank you for your video Alexandrian. That was good advise.
You're welcome!
I’m excited for your book!
Me, too! I hope it's worth the wait!
HE'S DOING GAME STRUCTURES!!!! GUYSGUYSGUYS HE'S DOING GAME STRUCTUUUUUUUUURES!!!@
IT'S HAPPENING!
@@TheAlexandrian Hyperbole aside, that essay series genuinely changed how I thought about campaigns, so I'm excited.
Off note, your style and views remind me a lot of Beau of the fifth column.
Based on your past statements I think you will find him enjoyable, if you don't know him already ❤
thank you for this video! just in time for new campaign season
Hope your new campaign goes great!
@@TheAlexandrian thank you very much! finally getting to try 4th edition D&D
Hey man, love your blog and your videos. Thank you for putting your thoughts out there! I am starting a new campaign after a TPK in Waterdeep heist... Was a worthy story, but Xanathars is a minefield. They had opportunities to save themselves but there's only so much you can do. 😅
Starting a new campaign soon and since you helped so much with Dragon heist where better to look! This time, homebrew. Might have to pick up a copy of your book! Cheers.
TPKs can be tough, but sometimes they're the best stories! (That cursed beholder!)
Hope your new campaign goes splendidly!
@@TheAlexandrian it was tough but it's paved the way for all the other ideas I had! But yeah, that tpk will forever be remembered! Thanks man!
Great video as always! Book is pre-ordered.... Leaving my comment for the algorithm.
The Algo Lords thank you for your sacrifice.
Thanks for preordering the book!
Very useful insights into making a meaningful game!
I see the Planescape boxes under the ship 👍🏻
Great video and top notch advice! Any tips, tools, or approaches to help players create characters with emotional cores? Also, how might these emotional cores be initially constructed so they are playable and approachable for the whole table?
Check out my previous video on this topic!
ua-cam.com/video/Y3E3LZzfqZA/v-deo.html
Love that intro
Thanks! My editor had the idea, and I rewrote/re-recorded the opening lines to make it work. Glad you enjoyed it!
Thanks for the solid content as always. How do you get players to buy in or even create those emotional hooks?
You're great!
Thanks! You, too!
Great tips
Thanks, Lucas!
I hate books... i still buy yours!
I really appreciate the vote of confidence!
DENNY CRANE!
Being compared to a Shatner performance is high praise. Thank you.
@@TheAlexandrian ...Denny Crane.
Denny Crane, tricks are for kids.@@DM_Curtis
Hi Justin! I was wondering if you could make a Pacing 101 video on how to keep the pace in your TTRPG games. I am on the struggle bus when it comes to pacing and I am tired of blaming my players and ready to take ownership but I need help 😅
This is definitely on my To Do list!
If you just can't wait, check out Pacing for the Beginning GM: thealexandrian.net/wordpress/49547/roleplaying-games/pacing-for-the-beginning-gm
I will reinforce the 'why?' On my next sesion
I think this is why the whole "X.P. for gold" premise is something I no longer find inspirational.
XP for gold is nice because it clearly points the players in the direction of a default goal that can be flexibly used to motivate almost any expedition-based adventure. (It's a treasure hunt and you can add treasure almost anywhere.) It's better than XP for combat, IMO, because it aligns the XP with a GOAL instead of the OBSTACLE. (When your obstacles become the goal, it flattens gameplay.)
But while default goals and default actions can provide a nice safety net or starting point, they're never going to be as good as specific goals that are created by the players and/or arise out of the events of actual play.
And here I thought "he has the shirt backwards" 🤦♂
It might be the greatest logo ever created for an RPG.
Every session can't be the best session ever. :)
Yes. Yes they can!!! 😇
@@Coddlesworth Next week on a very special episode of Learning Superlatives…
Maybe not, but every session can be the best session yet.
This design is simply just the premise of course,. The details depend on the Players and what type of gaming they enjoy, no two players are alike. I've had a hundred fantasy RPG players who want to explore and combat all the time, yet a couple dozen who could spend 4 hours in roleplaying base don there character's backstory. Many of my players WANT AW STRONG OVERARCHING PLOT as the top priority, they don't get excited other wise. Other players want there character to be the driving impetus of the plots. There is no one size fit all solution. Though yes, for a basic premise this fits well for sure. But much needs to be built through gameplay and will.
Nope. The "every PC is personally connected to the adventure" thing is the WORST kind of hacky garbage. I see it time and time again. The GM has the Cleric's evil twin sister make an appearance and reveal how the Druid's dead father stole the Fighter's magic codpiece and sold it to sworn blood enemy of the Monk's family. Now the big bad is using it to terrorize the Wizard's village. That type of thing is unrealistic and the worst kind of railroad-y pandering. In the real world, things aren't ever that conveniently connected. So forcing that hacky crap into the game to manufacture some artificial "connection" to motivate the PCs is just silly. If your players need FAKE motivation to entice them into adventure, find better players.