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Getting to 6 encounters in a day
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<blockquote data-quote="5ekyu" data-source="post: 7428739" data-attributes="member: 6919838"><p>have run more than a few scenarios where the leader and his "share" of the loot took off... leaving second in charge to deal with the raids on his group. or where at the very least he sent the things he knew were needed elsewhere out to his boss and "safety."</p><p></p><p>Story trade offs should inform and play off with the player-character's choices.</p><p></p><p>i tend to describe it in a more abstract way - what characters (and players) are actually usually deep down playing for - acting for, seeking etc - is control. making events turn out how they want in one aspect or another. </p><p></p><p>Long periods of "we just sit here" taken too frequently surrender control - in and out of game. other characters change things to what they want.</p><p></p><p>Anecdote: i once ran a supers game where there were plots and sub-plots aplenty but a core major plot early on led the PCs to roll back an evil-org (tm) layer by layer plot by plot and at the near climax, evil-org on the ropes and many NPCs following their leads... even had evil-org trying to negotiate surrender with them - at that point, eve of victory, one of the PCs conned the group into taking a step back, letting some of the other NPCs take it up so that they could focus on this other sub-plot. he did a masterful job of muddying the waters enough that they decided "Ok lets take the sure thing." </p><p></p><p>Why? The next leg on their evil-org plot hunt would expose some of his own behind the scenes shenanigans. he wanted to let NPCs take that leg because the NPCs did not have info to tie him to it like the PCs would.</p><p></p><p>So, they bought it and NPCs with different objectives took up the slack and surrenders and deals were cut... and the PCs were cut out of that, of the "full story, of the gain in influence and resources they would have gained etc...</p><p></p><p>this continued to play out thru the campaign - even to the end. </p><p></p><p>The guy did keep his behind the scenes ties secret tho.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7428739, member: 6919838"] have run more than a few scenarios where the leader and his "share" of the loot took off... leaving second in charge to deal with the raids on his group. or where at the very least he sent the things he knew were needed elsewhere out to his boss and "safety." Story trade offs should inform and play off with the player-character's choices. i tend to describe it in a more abstract way - what characters (and players) are actually usually deep down playing for - acting for, seeking etc - is control. making events turn out how they want in one aspect or another. Long periods of "we just sit here" taken too frequently surrender control - in and out of game. other characters change things to what they want. Anecdote: i once ran a supers game where there were plots and sub-plots aplenty but a core major plot early on led the PCs to roll back an evil-org (tm) layer by layer plot by plot and at the near climax, evil-org on the ropes and many NPCs following their leads... even had evil-org trying to negotiate surrender with them - at that point, eve of victory, one of the PCs conned the group into taking a step back, letting some of the other NPCs take it up so that they could focus on this other sub-plot. he did a masterful job of muddying the waters enough that they decided "Ok lets take the sure thing." Why? The next leg on their evil-org plot hunt would expose some of his own behind the scenes shenanigans. he wanted to let NPCs take that leg because the NPCs did not have info to tie him to it like the PCs would. So, they bought it and NPCs with different objectives took up the slack and surrenders and deals were cut... and the PCs were cut out of that, of the "full story, of the gain in influence and resources they would have gained etc... this continued to play out thru the campaign - even to the end. The guy did keep his behind the scenes ties secret tho. [/QUOTE]
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