Lanefan
Victoria Rules
That's just it, though: why is it so important that the adventure keep going where it otherwise wouldn't? Read in a negative light, this sounds like something a railroad-y DM would say; and you've never struck me as one such.This is an important part of the Fail Forward school of DMing as well. If you need to find the secret door for the adventure to continue, then a failed roll doesn't mean you don't find it, it means something like you took too long searching and a patrol came out of it, surprising you. Now you've got an extra encounter, likely the foes are warned - but the adventure doesn't come to a halt.
Why not plant hooks for different adventures in different towns e.g. if they go to Praetos they're likely to hear about the Slavers' raids; if they go to Xania there's the City Shadows adventure waiting for 'em; and if they try to throw me and sail around to Spieadeia they'll probably hear about the Ghost Ship once there, as well as hear tell of the Renegade Army near Cyrax.Or if I plant hooks for a next adventure in the town the players end up in. Instead of picking a specific town and if the players didn't go there there wouldn't be hooks.
The depending where they go and-or what they hear, you can flesh out whichever adventure they decide to follow up on, if such fleshing-out hasn't been done already. But no matter where they go, they're going to hear about something if they bother to listen.
That also kind of depends; for example if they're specifically seeking downtime it's possible they are, for the nonce, actively trying to avoid adventure hooks.It's very easy to both respect player agency and adjust. Because the definition of agency is actions taken "especially such as to produce a particular effect". The players are not actively trying to avoid the adventure hooks - it does not invalidate their choices. Whatever reason they picked to go to that town instead of another are still in play.
That, and sometimes they're operating on their own adventuring agenda, following up on breadcrumbs you've dropped unintentionally but that they took to be important, or working on their own projects that may have grown out of previous adventures.
"Remember when we went into Calagorn's Barony to rescue that prince he'd had kidnapped? We've never been back there since; so how about we go back in there now and raise a little hell, see how miserable we can make ol' Cally's winter?" Calagorn's Prince might have been an adventure from two years ago, and here suddenly out of the blue it spawns another adventure but this time completely player-driven.
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