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<blockquote data-quote="Razjah" data-source="post: 7229501" data-attributes="member: 98806"><p>If something is <em>absolutely</em> dependent upon the PCs taking a quest hook- I'll start in media res. But I do this rarely, part of the fun of rpgs is making decisions. I will circle back, but not to that quest hook itself. The world happens; if PCs don't tackle the goblin tribe threatening a little hamlet then it may be razed next time they come through. Or the King's Guard had to intervene, but they dislike adventuring types and won't allow them into the town to rest and recuperate. Consequences like the first aren't punitive, the second may be. But it can increase the verisimilitude of the world. </p><p></p><p>Prepared storyline? Honestly, I don't prep storylines anymore. I prep situations and I know what will happen if the PCs don't intervene. When they do, the next prep is "how do [bad guys/monster/thing] react to this setback?" But that leads to another situation. I'm not writing a story; I'm setting up situations to see how the story unfolds once the players interact with it.</p></blockquote><p></p>
[QUOTE="Razjah, post: 7229501, member: 98806"] If something is [I]absolutely[/I] dependent upon the PCs taking a quest hook- I'll start in media res. But I do this rarely, part of the fun of rpgs is making decisions. I will circle back, but not to that quest hook itself. The world happens; if PCs don't tackle the goblin tribe threatening a little hamlet then it may be razed next time they come through. Or the King's Guard had to intervene, but they dislike adventuring types and won't allow them into the town to rest and recuperate. Consequences like the first aren't punitive, the second may be. But it can increase the verisimilitude of the world. Prepared storyline? Honestly, I don't prep storylines anymore. I prep situations and I know what will happen if the PCs don't intervene. When they do, the next prep is "how do [bad guys/monster/thing] react to this setback?" But that leads to another situation. I'm not writing a story; I'm setting up situations to see how the story unfolds once the players interact with it. [/QUOTE]
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