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<blockquote data-quote="the Jester" data-source="post: 5242486" data-attributes="member: 1210"><p>What if they don't pull the lever/break the seal/open the door/whatever that holds the powerful and destructive choice in check?</p><p></p><p></p><p></p><p>What if they won't compromise their morals? What if this makes them feel like you've decided what their characters will be like and taken away their autonomy?</p><p></p><p></p><p></p><p></p><p>What if they won't cross the line?</p><p></p><p></p><p></p><p>What if they refuse to take the path that causes the cataclysm? What if they don't want to be villains?</p><p></p><p></p><p></p><p>Don't. Stop now. If you must, write a short story or book about this, because what you have here is a <em>story</em>, not a campaign. You've already taken all the big choices away. What kind of people are these heroes? Well, they're corruptible, responsible for many horrors, and they will do whatever it takes to fix it! </p><p></p><p>You haven't even started playing. How do you already know the pcs will fall in line? If they don't, will you force them back onto the tracks? </p><p></p><p>Instead of what you are doing, I would set up situations that could lead to your envisioned scenario- if the pcs make the right (or wrong) choices. But I advise strongly against having the "story" approach to a D&D game. </p><p></p><p></p><p></p><p>Instead of deciding what YOU want the players to do, dm to what THEY want to do.</p><p></p><p>That's my advice. Don't know if it helps any, but having a pre-written story like this often leads to disastrous trainwrecks.</p></blockquote><p></p>
[QUOTE="the Jester, post: 5242486, member: 1210"] What if they don't pull the lever/break the seal/open the door/whatever that holds the powerful and destructive choice in check? What if they won't compromise their morals? What if this makes them feel like you've decided what their characters will be like and taken away their autonomy? What if they won't cross the line? What if they refuse to take the path that causes the cataclysm? What if they don't want to be villains? Don't. Stop now. If you must, write a short story or book about this, because what you have here is a [i]story[/i], not a campaign. You've already taken all the big choices away. What kind of people are these heroes? Well, they're corruptible, responsible for many horrors, and they will do whatever it takes to fix it! You haven't even started playing. How do you already know the pcs will fall in line? If they don't, will you force them back onto the tracks? Instead of what you are doing, I would set up situations that could lead to your envisioned scenario- if the pcs make the right (or wrong) choices. But I advise strongly against having the "story" approach to a D&D game. Instead of deciding what YOU want the players to do, dm to what THEY want to do. That's my advice. Don't know if it helps any, but having a pre-written story like this often leads to disastrous trainwrecks. [/QUOTE]
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