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General Tabletop Discussion
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Adventure running: when the PCs skip a step, what to do?
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<blockquote data-quote="5ekyu" data-source="post: 7387790" data-attributes="member: 6919838"><p>A lot comes down to what you want and your group expects. </p><p></p><p>My games and my players know sometimes partial successes are enough. </p><p></p><p>"We dont have to solve all the problems, just today's problem." </p><p></p><p>I once had a game where towards the end of the first phase a characters backstory intersected with plotlines to give them a "stop apocalypse at cost" option.</p><p></p><p>They chose "nope."</p><p></p><p>So, apocalypse came.</p><p></p><p>Game transitioned to surviving in an ongoing apocalypse survive and put off the inevitable overnight, instead of the patch the aftermath problems once apocalypse fixed.</p><p></p><p>Much later, the player admited they thought just not doing it would mean some other solution popped up.</p><p></p><p>My other players knew better.</p><p></p><p>It comes down to the table and the expectations and those should trump any outside considerations. </p><p></p><p>My games evolve all the time.</p><p></p><p>But a risk to the "just shift it forward" approach is that it does foster the notion of their choices not being pivotal and somthing else Will always come up if the current choice is not taken.</p><p></p><p>The key is to make sure things vary.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7387790, member: 6919838"] A lot comes down to what you want and your group expects. My games and my players know sometimes partial successes are enough. "We dont have to solve all the problems, just today's problem." I once had a game where towards the end of the first phase a characters backstory intersected with plotlines to give them a "stop apocalypse at cost" option. They chose "nope." So, apocalypse came. Game transitioned to surviving in an ongoing apocalypse survive and put off the inevitable overnight, instead of the patch the aftermath problems once apocalypse fixed. Much later, the player admited they thought just not doing it would mean some other solution popped up. My other players knew better. It comes down to the table and the expectations and those should trump any outside considerations. My games evolve all the time. But a risk to the "just shift it forward" approach is that it does foster the notion of their choices not being pivotal and somthing else Will always come up if the current choice is not taken. The key is to make sure things vary. [/QUOTE]
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Adventure running: when the PCs skip a step, what to do?
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