Is an unlikely coincidence bad storytelling?

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I am the DM in a fairly new d&d 5e campaign. In it is a kobold barbarian who was once a dragon-shield in a now destroyed tribe. The black dragon wyrmling the tribe worshiped/protected is presumed dead by him. Another character is a dragonborn paladin of Bahamut who is taking the oath of redemption for a violent nature he struggles to control. Both characters have been bonding alot over their past failures and desire to be better.



I had an idea that the party could find the wyrmling at some later point, having been imprisoned by someone connected to the campaign's BBEG. They would then have the opportunity to protect the dragon from the BBEG and share their conviction to be "good" with the dragon who would have had an evil tendency otherwise. As a note I tend to treat alignments in sentient mortal creatures as changeable to varying degrees.



Is this a bad idea from a storytelling perspective to give this opportunity?



I have never posted here before so I hope this question is appropriate.










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  • 1




    This seems like an interesting question, but it helps to focus it on one specific part. Right now you have two different questions: "Is this good storytelling" and "How do you retrain a dragon?". You can split it into two separate questions and get two focused answers. Welcome to the site!
    – Erik
    2 hours ago










  • @Erik Thank you! This sort of thing is very new for me. Would you recommend that I remove this question and post two separate questions? I am less concerned with the "how do you retrain a dragon?" portion. Do you think it detracts from the storytelling question?
    – Anonymoose
    2 hours ago






  • 1




    I would just edit this one to cut out the part about "how" and ask the second one later, if you think it'll help you.
    – Erik
    2 hours ago










  • Side note: dragons are highly intelligent creatures. It would be more like educating/raising him, rather than "training" as you would train a dog. Now, Black Dragons are not particularly intelligent in comparison with other dragons, but even a black dragon wyrmling has as much intelligence as your average commoner.
    – PixelMaster
    2 hours ago






  • 1




    Related question, in terms of related to your themes.
    – KorvinStarmast
    7 mins ago
















up vote
6
down vote

favorite












I am the DM in a fairly new d&d 5e campaign. In it is a kobold barbarian who was once a dragon-shield in a now destroyed tribe. The black dragon wyrmling the tribe worshiped/protected is presumed dead by him. Another character is a dragonborn paladin of Bahamut who is taking the oath of redemption for a violent nature he struggles to control. Both characters have been bonding alot over their past failures and desire to be better.



I had an idea that the party could find the wyrmling at some later point, having been imprisoned by someone connected to the campaign's BBEG. They would then have the opportunity to protect the dragon from the BBEG and share their conviction to be "good" with the dragon who would have had an evil tendency otherwise. As a note I tend to treat alignments in sentient mortal creatures as changeable to varying degrees.



Is this a bad idea from a storytelling perspective to give this opportunity?



I have never posted here before so I hope this question is appropriate.










share|improve this question









New contributor




Anonymoose is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.















  • 1




    This seems like an interesting question, but it helps to focus it on one specific part. Right now you have two different questions: "Is this good storytelling" and "How do you retrain a dragon?". You can split it into two separate questions and get two focused answers. Welcome to the site!
    – Erik
    2 hours ago










  • @Erik Thank you! This sort of thing is very new for me. Would you recommend that I remove this question and post two separate questions? I am less concerned with the "how do you retrain a dragon?" portion. Do you think it detracts from the storytelling question?
    – Anonymoose
    2 hours ago






  • 1




    I would just edit this one to cut out the part about "how" and ask the second one later, if you think it'll help you.
    – Erik
    2 hours ago










  • Side note: dragons are highly intelligent creatures. It would be more like educating/raising him, rather than "training" as you would train a dog. Now, Black Dragons are not particularly intelligent in comparison with other dragons, but even a black dragon wyrmling has as much intelligence as your average commoner.
    – PixelMaster
    2 hours ago






  • 1




    Related question, in terms of related to your themes.
    – KorvinStarmast
    7 mins ago












up vote
6
down vote

favorite









up vote
6
down vote

favorite











I am the DM in a fairly new d&d 5e campaign. In it is a kobold barbarian who was once a dragon-shield in a now destroyed tribe. The black dragon wyrmling the tribe worshiped/protected is presumed dead by him. Another character is a dragonborn paladin of Bahamut who is taking the oath of redemption for a violent nature he struggles to control. Both characters have been bonding alot over their past failures and desire to be better.



I had an idea that the party could find the wyrmling at some later point, having been imprisoned by someone connected to the campaign's BBEG. They would then have the opportunity to protect the dragon from the BBEG and share their conviction to be "good" with the dragon who would have had an evil tendency otherwise. As a note I tend to treat alignments in sentient mortal creatures as changeable to varying degrees.



Is this a bad idea from a storytelling perspective to give this opportunity?



I have never posted here before so I hope this question is appropriate.










share|improve this question









New contributor




Anonymoose is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.











I am the DM in a fairly new d&d 5e campaign. In it is a kobold barbarian who was once a dragon-shield in a now destroyed tribe. The black dragon wyrmling the tribe worshiped/protected is presumed dead by him. Another character is a dragonborn paladin of Bahamut who is taking the oath of redemption for a violent nature he struggles to control. Both characters have been bonding alot over their past failures and desire to be better.



I had an idea that the party could find the wyrmling at some later point, having been imprisoned by someone connected to the campaign's BBEG. They would then have the opportunity to protect the dragon from the BBEG and share their conviction to be "good" with the dragon who would have had an evil tendency otherwise. As a note I tend to treat alignments in sentient mortal creatures as changeable to varying degrees.



Is this a bad idea from a storytelling perspective to give this opportunity?



I have never posted here before so I hope this question is appropriate.







dnd-5e gm-techniques dragons story






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Check out our Code of Conduct.











share|improve this question









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edited 2 hours ago





















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asked 2 hours ago









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Check out our Code of Conduct.







  • 1




    This seems like an interesting question, but it helps to focus it on one specific part. Right now you have two different questions: "Is this good storytelling" and "How do you retrain a dragon?". You can split it into two separate questions and get two focused answers. Welcome to the site!
    – Erik
    2 hours ago










  • @Erik Thank you! This sort of thing is very new for me. Would you recommend that I remove this question and post two separate questions? I am less concerned with the "how do you retrain a dragon?" portion. Do you think it detracts from the storytelling question?
    – Anonymoose
    2 hours ago






  • 1




    I would just edit this one to cut out the part about "how" and ask the second one later, if you think it'll help you.
    – Erik
    2 hours ago










  • Side note: dragons are highly intelligent creatures. It would be more like educating/raising him, rather than "training" as you would train a dog. Now, Black Dragons are not particularly intelligent in comparison with other dragons, but even a black dragon wyrmling has as much intelligence as your average commoner.
    – PixelMaster
    2 hours ago






  • 1




    Related question, in terms of related to your themes.
    – KorvinStarmast
    7 mins ago












  • 1




    This seems like an interesting question, but it helps to focus it on one specific part. Right now you have two different questions: "Is this good storytelling" and "How do you retrain a dragon?". You can split it into two separate questions and get two focused answers. Welcome to the site!
    – Erik
    2 hours ago










  • @Erik Thank you! This sort of thing is very new for me. Would you recommend that I remove this question and post two separate questions? I am less concerned with the "how do you retrain a dragon?" portion. Do you think it detracts from the storytelling question?
    – Anonymoose
    2 hours ago






  • 1




    I would just edit this one to cut out the part about "how" and ask the second one later, if you think it'll help you.
    – Erik
    2 hours ago










  • Side note: dragons are highly intelligent creatures. It would be more like educating/raising him, rather than "training" as you would train a dog. Now, Black Dragons are not particularly intelligent in comparison with other dragons, but even a black dragon wyrmling has as much intelligence as your average commoner.
    – PixelMaster
    2 hours ago






  • 1




    Related question, in terms of related to your themes.
    – KorvinStarmast
    7 mins ago







1




1




This seems like an interesting question, but it helps to focus it on one specific part. Right now you have two different questions: "Is this good storytelling" and "How do you retrain a dragon?". You can split it into two separate questions and get two focused answers. Welcome to the site!
– Erik
2 hours ago




This seems like an interesting question, but it helps to focus it on one specific part. Right now you have two different questions: "Is this good storytelling" and "How do you retrain a dragon?". You can split it into two separate questions and get two focused answers. Welcome to the site!
– Erik
2 hours ago












@Erik Thank you! This sort of thing is very new for me. Would you recommend that I remove this question and post two separate questions? I am less concerned with the "how do you retrain a dragon?" portion. Do you think it detracts from the storytelling question?
– Anonymoose
2 hours ago




@Erik Thank you! This sort of thing is very new for me. Would you recommend that I remove this question and post two separate questions? I am less concerned with the "how do you retrain a dragon?" portion. Do you think it detracts from the storytelling question?
– Anonymoose
2 hours ago




1




1




I would just edit this one to cut out the part about "how" and ask the second one later, if you think it'll help you.
– Erik
2 hours ago




I would just edit this one to cut out the part about "how" and ask the second one later, if you think it'll help you.
– Erik
2 hours ago












Side note: dragons are highly intelligent creatures. It would be more like educating/raising him, rather than "training" as you would train a dog. Now, Black Dragons are not particularly intelligent in comparison with other dragons, but even a black dragon wyrmling has as much intelligence as your average commoner.
– PixelMaster
2 hours ago




Side note: dragons are highly intelligent creatures. It would be more like educating/raising him, rather than "training" as you would train a dog. Now, Black Dragons are not particularly intelligent in comparison with other dragons, but even a black dragon wyrmling has as much intelligence as your average commoner.
– PixelMaster
2 hours ago




1




1




Related question, in terms of related to your themes.
– KorvinStarmast
7 mins ago




Related question, in terms of related to your themes.
– KorvinStarmast
7 mins ago










2 Answers
2






active

oldest

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up vote
4
down vote













It is very good storytelling.



One of my top tips for DMs is, if you can shove player's past into the mix and make it look flawlessly pre-meditated, the players will adore you. It is always good to have the player's backstories come haunt them enough to push them into action but little enough as to not make an entire campaign centered around two of these characters.



But that doesn't mean that the spotlight can't shine over one or two players every now and then. That and, hey! It lets them also integrate with each other, and a party that's integrated is a party that will participate with the story much better and runs less risk of splitting up.






share|improve this answer





























    up vote
    3
    down vote













    Yes, do it.
    Stories, ranging from novels to comics to movies and tv shows are full of necessary "coincidence." As a GM surprise connections are important to me and my players. The question is not so much should you include the coincidence, but how do you build up to it and make it believable?
    Several techniques you can use to strengthen a narrative coincidence, and gaming narrative in general, are:



    • Rich world building: Develop a world that feels alive. Create history, characters, societies and cultures that surround the players and support the story you are teling. You will probably create quite a bit that the players never hear about, but it will inform your npc's behavior and the details of city walls, tapestries, scrolls and other minutia that the pc's come across. I find world building to be fun and essential to my campaigns. If I know the history and culture of an NPC's city they become a real person and are very easy to improvise.

    • Hints (foreshadowing): Create clues that indicate there may be an unexpected coincidence or surprise, clues should be subtle, not obvious indicators. Clues can be events or situations they will look back on and think, "yes this all makes sense now!" Clues need to be thought out and planned.

    • Sense of free will: If I try to control the narrative too much my players will pick up on that and feel like they are pawns in a game, rather than living breathing characters with free will. So whatever happens, the players should feel like they reached that goal / attained that knowledge through their own actions, not because it was something you had preordained. This comes from regularly presenting to your PC's a variety of choices that will have very different outcomes, and also letting your PC's think creatively and make decisions that you may not have anticipated. Some of the best moments in my campaigns happen when the players take a wild or creative action and I have to come up with some good story telling on the fly.

    • Believable Dialogue: Dialogue can go in a lot of directions, it can be sinister, silly, comical or serious. Whatever the tone is, the players have to believe what the character is saying and it must be grounded in the reality of the game. If they meet the BBEG at the end and he's all like, "Ha! I've had you're little wyrmling all along! I've led you here to taunt you!" That is terribly obvious and dull. But if instead the BBEG's henchman looks at the barbarian and says, "You. You bear the mark of the gladstone tribe. (evil stare) Was not that tribe vanquished years ago upon the plains of Ardour?" and a conversation ensues and secrets are revealed, etc. The BBEG is as surprised as the PC to discover he is from the black wyrmling's tribe, and this sets up the showdown. It also makes the coincidence more real and it doesn't feel preordained or forced.

    All of these should somehow connect the wyrmling, the barbarian and the BBEG (or thug thereof) with a narrative thread that is woven throughout your campaign. Build up to it, lay hints, create a richly textured world, give your PC's free will and make the reveal natural. The best way to learn is to do the best you can and then get feedback from the players. You totally got this.



    PHB 312 and DMG 316 have long lists of books that can help with narrative and world building.






    share|improve this answer




















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      2 Answers
      2






      active

      oldest

      votes








      2 Answers
      2






      active

      oldest

      votes









      active

      oldest

      votes






      active

      oldest

      votes








      up vote
      4
      down vote













      It is very good storytelling.



      One of my top tips for DMs is, if you can shove player's past into the mix and make it look flawlessly pre-meditated, the players will adore you. It is always good to have the player's backstories come haunt them enough to push them into action but little enough as to not make an entire campaign centered around two of these characters.



      But that doesn't mean that the spotlight can't shine over one or two players every now and then. That and, hey! It lets them also integrate with each other, and a party that's integrated is a party that will participate with the story much better and runs less risk of splitting up.






      share|improve this answer


























        up vote
        4
        down vote













        It is very good storytelling.



        One of my top tips for DMs is, if you can shove player's past into the mix and make it look flawlessly pre-meditated, the players will adore you. It is always good to have the player's backstories come haunt them enough to push them into action but little enough as to not make an entire campaign centered around two of these characters.



        But that doesn't mean that the spotlight can't shine over one or two players every now and then. That and, hey! It lets them also integrate with each other, and a party that's integrated is a party that will participate with the story much better and runs less risk of splitting up.






        share|improve this answer
























          up vote
          4
          down vote










          up vote
          4
          down vote









          It is very good storytelling.



          One of my top tips for DMs is, if you can shove player's past into the mix and make it look flawlessly pre-meditated, the players will adore you. It is always good to have the player's backstories come haunt them enough to push them into action but little enough as to not make an entire campaign centered around two of these characters.



          But that doesn't mean that the spotlight can't shine over one or two players every now and then. That and, hey! It lets them also integrate with each other, and a party that's integrated is a party that will participate with the story much better and runs less risk of splitting up.






          share|improve this answer














          It is very good storytelling.



          One of my top tips for DMs is, if you can shove player's past into the mix and make it look flawlessly pre-meditated, the players will adore you. It is always good to have the player's backstories come haunt them enough to push them into action but little enough as to not make an entire campaign centered around two of these characters.



          But that doesn't mean that the spotlight can't shine over one or two players every now and then. That and, hey! It lets them also integrate with each other, and a party that's integrated is a party that will participate with the story much better and runs less risk of splitting up.







          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited 28 mins ago









          NathanS

          16.6k471179




          16.6k471179










          answered 1 hour ago









          Ghiojo

          647318




          647318






















              up vote
              3
              down vote













              Yes, do it.
              Stories, ranging from novels to comics to movies and tv shows are full of necessary "coincidence." As a GM surprise connections are important to me and my players. The question is not so much should you include the coincidence, but how do you build up to it and make it believable?
              Several techniques you can use to strengthen a narrative coincidence, and gaming narrative in general, are:



              • Rich world building: Develop a world that feels alive. Create history, characters, societies and cultures that surround the players and support the story you are teling. You will probably create quite a bit that the players never hear about, but it will inform your npc's behavior and the details of city walls, tapestries, scrolls and other minutia that the pc's come across. I find world building to be fun and essential to my campaigns. If I know the history and culture of an NPC's city they become a real person and are very easy to improvise.

              • Hints (foreshadowing): Create clues that indicate there may be an unexpected coincidence or surprise, clues should be subtle, not obvious indicators. Clues can be events or situations they will look back on and think, "yes this all makes sense now!" Clues need to be thought out and planned.

              • Sense of free will: If I try to control the narrative too much my players will pick up on that and feel like they are pawns in a game, rather than living breathing characters with free will. So whatever happens, the players should feel like they reached that goal / attained that knowledge through their own actions, not because it was something you had preordained. This comes from regularly presenting to your PC's a variety of choices that will have very different outcomes, and also letting your PC's think creatively and make decisions that you may not have anticipated. Some of the best moments in my campaigns happen when the players take a wild or creative action and I have to come up with some good story telling on the fly.

              • Believable Dialogue: Dialogue can go in a lot of directions, it can be sinister, silly, comical or serious. Whatever the tone is, the players have to believe what the character is saying and it must be grounded in the reality of the game. If they meet the BBEG at the end and he's all like, "Ha! I've had you're little wyrmling all along! I've led you here to taunt you!" That is terribly obvious and dull. But if instead the BBEG's henchman looks at the barbarian and says, "You. You bear the mark of the gladstone tribe. (evil stare) Was not that tribe vanquished years ago upon the plains of Ardour?" and a conversation ensues and secrets are revealed, etc. The BBEG is as surprised as the PC to discover he is from the black wyrmling's tribe, and this sets up the showdown. It also makes the coincidence more real and it doesn't feel preordained or forced.

              All of these should somehow connect the wyrmling, the barbarian and the BBEG (or thug thereof) with a narrative thread that is woven throughout your campaign. Build up to it, lay hints, create a richly textured world, give your PC's free will and make the reveal natural. The best way to learn is to do the best you can and then get feedback from the players. You totally got this.



              PHB 312 and DMG 316 have long lists of books that can help with narrative and world building.






              share|improve this answer
























                up vote
                3
                down vote













                Yes, do it.
                Stories, ranging from novels to comics to movies and tv shows are full of necessary "coincidence." As a GM surprise connections are important to me and my players. The question is not so much should you include the coincidence, but how do you build up to it and make it believable?
                Several techniques you can use to strengthen a narrative coincidence, and gaming narrative in general, are:



                • Rich world building: Develop a world that feels alive. Create history, characters, societies and cultures that surround the players and support the story you are teling. You will probably create quite a bit that the players never hear about, but it will inform your npc's behavior and the details of city walls, tapestries, scrolls and other minutia that the pc's come across. I find world building to be fun and essential to my campaigns. If I know the history and culture of an NPC's city they become a real person and are very easy to improvise.

                • Hints (foreshadowing): Create clues that indicate there may be an unexpected coincidence or surprise, clues should be subtle, not obvious indicators. Clues can be events or situations they will look back on and think, "yes this all makes sense now!" Clues need to be thought out and planned.

                • Sense of free will: If I try to control the narrative too much my players will pick up on that and feel like they are pawns in a game, rather than living breathing characters with free will. So whatever happens, the players should feel like they reached that goal / attained that knowledge through their own actions, not because it was something you had preordained. This comes from regularly presenting to your PC's a variety of choices that will have very different outcomes, and also letting your PC's think creatively and make decisions that you may not have anticipated. Some of the best moments in my campaigns happen when the players take a wild or creative action and I have to come up with some good story telling on the fly.

                • Believable Dialogue: Dialogue can go in a lot of directions, it can be sinister, silly, comical or serious. Whatever the tone is, the players have to believe what the character is saying and it must be grounded in the reality of the game. If they meet the BBEG at the end and he's all like, "Ha! I've had you're little wyrmling all along! I've led you here to taunt you!" That is terribly obvious and dull. But if instead the BBEG's henchman looks at the barbarian and says, "You. You bear the mark of the gladstone tribe. (evil stare) Was not that tribe vanquished years ago upon the plains of Ardour?" and a conversation ensues and secrets are revealed, etc. The BBEG is as surprised as the PC to discover he is from the black wyrmling's tribe, and this sets up the showdown. It also makes the coincidence more real and it doesn't feel preordained or forced.

                All of these should somehow connect the wyrmling, the barbarian and the BBEG (or thug thereof) with a narrative thread that is woven throughout your campaign. Build up to it, lay hints, create a richly textured world, give your PC's free will and make the reveal natural. The best way to learn is to do the best you can and then get feedback from the players. You totally got this.



                PHB 312 and DMG 316 have long lists of books that can help with narrative and world building.






                share|improve this answer






















                  up vote
                  3
                  down vote










                  up vote
                  3
                  down vote









                  Yes, do it.
                  Stories, ranging from novels to comics to movies and tv shows are full of necessary "coincidence." As a GM surprise connections are important to me and my players. The question is not so much should you include the coincidence, but how do you build up to it and make it believable?
                  Several techniques you can use to strengthen a narrative coincidence, and gaming narrative in general, are:



                  • Rich world building: Develop a world that feels alive. Create history, characters, societies and cultures that surround the players and support the story you are teling. You will probably create quite a bit that the players never hear about, but it will inform your npc's behavior and the details of city walls, tapestries, scrolls and other minutia that the pc's come across. I find world building to be fun and essential to my campaigns. If I know the history and culture of an NPC's city they become a real person and are very easy to improvise.

                  • Hints (foreshadowing): Create clues that indicate there may be an unexpected coincidence or surprise, clues should be subtle, not obvious indicators. Clues can be events or situations they will look back on and think, "yes this all makes sense now!" Clues need to be thought out and planned.

                  • Sense of free will: If I try to control the narrative too much my players will pick up on that and feel like they are pawns in a game, rather than living breathing characters with free will. So whatever happens, the players should feel like they reached that goal / attained that knowledge through their own actions, not because it was something you had preordained. This comes from regularly presenting to your PC's a variety of choices that will have very different outcomes, and also letting your PC's think creatively and make decisions that you may not have anticipated. Some of the best moments in my campaigns happen when the players take a wild or creative action and I have to come up with some good story telling on the fly.

                  • Believable Dialogue: Dialogue can go in a lot of directions, it can be sinister, silly, comical or serious. Whatever the tone is, the players have to believe what the character is saying and it must be grounded in the reality of the game. If they meet the BBEG at the end and he's all like, "Ha! I've had you're little wyrmling all along! I've led you here to taunt you!" That is terribly obvious and dull. But if instead the BBEG's henchman looks at the barbarian and says, "You. You bear the mark of the gladstone tribe. (evil stare) Was not that tribe vanquished years ago upon the plains of Ardour?" and a conversation ensues and secrets are revealed, etc. The BBEG is as surprised as the PC to discover he is from the black wyrmling's tribe, and this sets up the showdown. It also makes the coincidence more real and it doesn't feel preordained or forced.

                  All of these should somehow connect the wyrmling, the barbarian and the BBEG (or thug thereof) with a narrative thread that is woven throughout your campaign. Build up to it, lay hints, create a richly textured world, give your PC's free will and make the reveal natural. The best way to learn is to do the best you can and then get feedback from the players. You totally got this.



                  PHB 312 and DMG 316 have long lists of books that can help with narrative and world building.






                  share|improve this answer












                  Yes, do it.
                  Stories, ranging from novels to comics to movies and tv shows are full of necessary "coincidence." As a GM surprise connections are important to me and my players. The question is not so much should you include the coincidence, but how do you build up to it and make it believable?
                  Several techniques you can use to strengthen a narrative coincidence, and gaming narrative in general, are:



                  • Rich world building: Develop a world that feels alive. Create history, characters, societies and cultures that surround the players and support the story you are teling. You will probably create quite a bit that the players never hear about, but it will inform your npc's behavior and the details of city walls, tapestries, scrolls and other minutia that the pc's come across. I find world building to be fun and essential to my campaigns. If I know the history and culture of an NPC's city they become a real person and are very easy to improvise.

                  • Hints (foreshadowing): Create clues that indicate there may be an unexpected coincidence or surprise, clues should be subtle, not obvious indicators. Clues can be events or situations they will look back on and think, "yes this all makes sense now!" Clues need to be thought out and planned.

                  • Sense of free will: If I try to control the narrative too much my players will pick up on that and feel like they are pawns in a game, rather than living breathing characters with free will. So whatever happens, the players should feel like they reached that goal / attained that knowledge through their own actions, not because it was something you had preordained. This comes from regularly presenting to your PC's a variety of choices that will have very different outcomes, and also letting your PC's think creatively and make decisions that you may not have anticipated. Some of the best moments in my campaigns happen when the players take a wild or creative action and I have to come up with some good story telling on the fly.

                  • Believable Dialogue: Dialogue can go in a lot of directions, it can be sinister, silly, comical or serious. Whatever the tone is, the players have to believe what the character is saying and it must be grounded in the reality of the game. If they meet the BBEG at the end and he's all like, "Ha! I've had you're little wyrmling all along! I've led you here to taunt you!" That is terribly obvious and dull. But if instead the BBEG's henchman looks at the barbarian and says, "You. You bear the mark of the gladstone tribe. (evil stare) Was not that tribe vanquished years ago upon the plains of Ardour?" and a conversation ensues and secrets are revealed, etc. The BBEG is as surprised as the PC to discover he is from the black wyrmling's tribe, and this sets up the showdown. It also makes the coincidence more real and it doesn't feel preordained or forced.

                  All of these should somehow connect the wyrmling, the barbarian and the BBEG (or thug thereof) with a narrative thread that is woven throughout your campaign. Build up to it, lay hints, create a richly textured world, give your PC's free will and make the reveal natural. The best way to learn is to do the best you can and then get feedback from the players. You totally got this.



                  PHB 312 and DMG 316 have long lists of books that can help with narrative and world building.







                  share|improve this answer












                  share|improve this answer



                  share|improve this answer










                  answered 15 mins ago









                  lightcat

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