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Advancing the Plot when the PCs don't take the bait. . .
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<blockquote data-quote="aco175" data-source="post: 8167433" data-attributes="member: 27385"><p>I like to have a few options for the PCs to take. I also like to advance plots of monsters and NPCs that they do not take. For example, the Essentials box has a message board that the PCs are to take v2 of the 3 missions to gain a level. The 3rd option I'll take a NPC party and have them complete that one or have that problem get worse. The NPC party can get fame and favor from the town same as the PCs, but are around operating in the PCs space for good or ill, but mostly as frenemies. </p><p></p><p>At low level the players may not take the problem with pirates and focus on the goblins and orcs. At mid level, the pirates may come back and the players can go at them again. If the players choose to go after the trolls and leave the pirates, they may come back with a fleet at 10th level and then the PCs will need to deal with them..</p><p></p><p>There may be a part of that that stems from DM planning. I may make a map of the pirate hideout and want to eventually use it. I do not usually force encounters where I take an orc camp and place it regardless if the PCs turn right or left, but I like to use the things I spend time developing as some point. I even made things that eventually was used in another campaign.</p></blockquote><p></p>
[QUOTE="aco175, post: 8167433, member: 27385"] I like to have a few options for the PCs to take. I also like to advance plots of monsters and NPCs that they do not take. For example, the Essentials box has a message board that the PCs are to take v2 of the 3 missions to gain a level. The 3rd option I'll take a NPC party and have them complete that one or have that problem get worse. The NPC party can get fame and favor from the town same as the PCs, but are around operating in the PCs space for good or ill, but mostly as frenemies. At low level the players may not take the problem with pirates and focus on the goblins and orcs. At mid level, the pirates may come back and the players can go at them again. If the players choose to go after the trolls and leave the pirates, they may come back with a fleet at 10th level and then the PCs will need to deal with them.. There may be a part of that that stems from DM planning. I may make a map of the pirate hideout and want to eventually use it. I do not usually force encounters where I take an orc camp and place it regardless if the PCs turn right or left, but I like to use the things I spend time developing as some point. I even made things that eventually was used in another campaign. [/QUOTE]
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Advancing the Plot when the PCs don't take the bait. . .
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