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<blockquote data-quote="BoldItalic" data-source="post: 7081234" data-attributes="member: 6777052"><p>Okay, I see that as a procedure, but do you not consider the narrative effect of the possible answers you have in mind? Give the amount of detail that moves the story forward in interesting ways? Give the players sufficient information to choose their next action?</p><p></p><p>Presumably, we have put the ruined keep there for a purpose. The players might decide to investigate or ignore it, but it would move the story forward if they investigate. We want it to sound interesting, possibly mysterious and possibly relevant to their current goals, so their curiosity will be piqued. We want to give them the right amount of information to achieve that, <em>regardless of their PCs' ability scores</em> because it's the players we want to entice, not their characters.</p></blockquote><p></p>
[QUOTE="BoldItalic, post: 7081234, member: 6777052"] Okay, I see that as a procedure, but do you not consider the narrative effect of the possible answers you have in mind? Give the amount of detail that moves the story forward in interesting ways? Give the players sufficient information to choose their next action? Presumably, we have put the ruined keep there for a purpose. The players might decide to investigate or ignore it, but it would move the story forward if they investigate. We want it to sound interesting, possibly mysterious and possibly relevant to their current goals, so their curiosity will be piqued. We want to give them the right amount of information to achieve that, [i]regardless of their PCs' ability scores[/i] because it's the players we want to entice, not their characters. [/QUOTE]
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