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When good roleplayers rebel...
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<blockquote data-quote="Bloodsparrow" data-source="post: 1260131" data-attributes="member: 12554"><p>As far as the whole failure to correctly predict the reaction of a player (or players) you thought you had nailed, and thus your plans are going to change drastically thing... I'm right there with you.</p><p></p><p>But I have to agree with Dirigible. In your case, the out come of this miscalculation is very positive. </p><p></p><p>Something has been sparked in this character, he is ready to be heroic with his friends around him and become the leader he was born to be.</p><p></p><p>Let him.</p><p></p><p>Put the quest you had in mind aside, but just for now.</p><p></p><p>If you really want them to go on this quest, but not force them away from their newfound goals, you have a few choices, the way I see it.</p><p></p><p>1. The House that Jack Built - If they go to somebody for help. Have that person/group/country help them with the understanding that, if they survive their assault upon the villain, they will go and get whatever McGuffin it was that the villain wanted for that person/group/country as payment for their help. Once the villain is dead, pump the CRs up on the encounters for your original quest (to account for any leveling that may have happened) or not and continue.</p><p></p><p>2. A Hero's Work is Never Done - Let them deal with the villain, and when he's dead, they find information in his lair that indicates just how important and/or evil the McGuffin that started the whole mess is, and it MUST be destroyed! Raise the CRs and continue.</p><p></p><p>3. Bait and switch, they find the villain's other hideout, assault it and fight all the way through... but they find that, well before they had gotten there, he had figured out that they weren't going off to get the McGuffin for him so he left to get it himself, they give chase...</p><p></p><p>I hope that's helpfull. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Bloodsparrow, post: 1260131, member: 12554"] As far as the whole failure to correctly predict the reaction of a player (or players) you thought you had nailed, and thus your plans are going to change drastically thing... I'm right there with you. But I have to agree with Dirigible. In your case, the out come of this miscalculation is very positive. Something has been sparked in this character, he is ready to be heroic with his friends around him and become the leader he was born to be. Let him. Put the quest you had in mind aside, but just for now. If you really want them to go on this quest, but not force them away from their newfound goals, you have a few choices, the way I see it. 1. The House that Jack Built - If they go to somebody for help. Have that person/group/country help them with the understanding that, if they survive their assault upon the villain, they will go and get whatever McGuffin it was that the villain wanted for that person/group/country as payment for their help. Once the villain is dead, pump the CRs up on the encounters for your original quest (to account for any leveling that may have happened) or not and continue. 2. A Hero's Work is Never Done - Let them deal with the villain, and when he's dead, they find information in his lair that indicates just how important and/or evil the McGuffin that started the whole mess is, and it MUST be destroyed! Raise the CRs and continue. 3. Bait and switch, they find the villain's other hideout, assault it and fight all the way through... but they find that, well before they had gotten there, he had figured out that they weren't going off to get the McGuffin for him so he left to get it himself, they give chase... I hope that's helpfull. :D [/QUOTE]
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