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How should a GM handle refused plots
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<blockquote data-quote="Sunseeker" data-source="post: 7105350"><p>Right, "Station 1" is "intercept the cultists before they summon The Doomlord". "Station 2" is (assuming you skipped stage 1 or failed) "Stop The Doomlord from acquiring the McGuffin of Power". "Station 3" is (assuming you skipped or failed stage 2) "Stop the Demon Minions from capturing the Royal Person." "Station 4" is (again, assuming you have thus far failed or avoided this quest chain) "Stop The Doomlord from sacrificing the Royal Person to gain unleash The Ultimate Evil." And so on and so forth until the bad guy achieves their goals, which doesn't need to be total worldly conquest or total annihilation of course.</p><p></p><p>I do generally encourage DMs to have a "living" world, where the bad guys <em>mostly</em> move forward with their evil plots with or without the input of the players. I do certainly feel a certain level of cinematic narrative is needed that the good guys and the bad-guys play off each other, with the more the players push to defeat the bad guy, the harder the bad guy pushes to complete their evil plots. But the downside is that having a "living world" means knowing that A leads to B, B leads to C, C leads to D and having at least a <em>general</em> map of how, when and where that happens, instead of only creating it or fleshing it out <em>after</em> the players bite. It also means having a "larger" mindset towards the game. The players may <em>never</em> find out about <em>several</em> of your villainous plots which may lead to some serious ramifications to your game world.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 7105350"] Right, "Station 1" is "intercept the cultists before they summon The Doomlord". "Station 2" is (assuming you skipped stage 1 or failed) "Stop The Doomlord from acquiring the McGuffin of Power". "Station 3" is (assuming you skipped or failed stage 2) "Stop the Demon Minions from capturing the Royal Person." "Station 4" is (again, assuming you have thus far failed or avoided this quest chain) "Stop The Doomlord from sacrificing the Royal Person to gain unleash The Ultimate Evil." And so on and so forth until the bad guy achieves their goals, which doesn't need to be total worldly conquest or total annihilation of course. I do generally encourage DMs to have a "living" world, where the bad guys [I]mostly[/I] move forward with their evil plots with or without the input of the players. I do certainly feel a certain level of cinematic narrative is needed that the good guys and the bad-guys play off each other, with the more the players push to defeat the bad guy, the harder the bad guy pushes to complete their evil plots. But the downside is that having a "living world" means knowing that A leads to B, B leads to C, C leads to D and having at least a [I]general[/I] map of how, when and where that happens, instead of only creating it or fleshing it out [I]after[/I] the players bite. It also means having a "larger" mindset towards the game. The players may [I]never[/I] find out about [I]several[/I] of your villainous plots which may lead to some serious ramifications to your game world. [/QUOTE]
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