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<blockquote data-quote="A'koss" data-source="post: 801106" data-attributes="member: 840"><p>I touched upon this in the DM/Players thread and I wholeheartedly support players who want to set their own agendas and long-term goals. A player who gets involved makes it a more interesting game. On-the-spot improv is pretty much a requirement for any DM, you're players are always going to do something unexpected and it's your job to muddle through it. </p><p></p><p>Adapting adventures to long term goals takes a bit of pre-planning but you can always leave a bread-crumb trail for the players to follow into the adventure you want to run. For instance, your PC who wants to set up a crime syndicate sees an opportunity to gain allies in a beleaguered Thieves' Guild in a large city. Wipe out their enemies, offer them a little sugar deal and you'll have some new grateful allies. However, their enemies seem to be backed by the DMs Big Bad and are pissed at the PCs interference... blah blah blah (run DM's module which ends with the PC having the opportunity to create few turncoat allies, dig up files with dirt on a number of nobles in region that the BB was blackmailing and so on). That's very simplistic obviously, but it's just about allowing the players a chance to achieve their goals while you're creating hooks into the adventures you want to run.</p><p></p><p></p><p>Cheers,</p><p></p><p>A'koss.</p></blockquote><p></p>
[QUOTE="A'koss, post: 801106, member: 840"] I touched upon this in the DM/Players thread and I wholeheartedly support players who want to set their own agendas and long-term goals. A player who gets involved makes it a more interesting game. On-the-spot improv is pretty much a requirement for any DM, you're players are always going to do something unexpected and it's your job to muddle through it. Adapting adventures to long term goals takes a bit of pre-planning but you can always leave a bread-crumb trail for the players to follow into the adventure you want to run. For instance, your PC who wants to set up a crime syndicate sees an opportunity to gain allies in a beleaguered Thieves' Guild in a large city. Wipe out their enemies, offer them a little sugar deal and you'll have some new grateful allies. However, their enemies seem to be backed by the DMs Big Bad and are pissed at the PCs interference... blah blah blah (run DM's module which ends with the PC having the opportunity to create few turncoat allies, dig up files with dirt on a number of nobles in region that the BB was blackmailing and so on). That's very simplistic obviously, but it's just about allowing the players a chance to achieve their goals while you're creating hooks into the adventures you want to run. Cheers, A'koss. [/QUOTE]
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