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[Advice] Putting more options in my games
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<blockquote data-quote="Kugar" data-source="post: 172112" data-attributes="member: 442"><p>Plan a little ahead and be flexible.</p><p></p><p>The A -> B -> C syndrome is mainly because the world isn't reacting to the PCs. </p><p></p><p>Lets ask ourselves: "Why arn't the PCs researching the mystic staff of evil goodness at the local library?"</p><p></p><p>Well, </p><p><strong>1) Do they know the library exists?</strong></p><p>The world has to have some life. Did you mention the library, put it on a map you gave them. Maybe they will make the intuitive leap if you tell them the city is full of scholars - but don't count on it.</p><p></p><p><strong>2) Do the PCs really expect that the library holds any information?</strong></p><p>If you want the PCs creative thinking to flurish, then their HAS to be some expectation of reward for doing so. Have they caught you off-gaurd before and you shut them down? Whenever this happens it will take the steam out of the most adventurous players for a session. Even if you get stuck in the corner and can't think of something reward the players with creative (IN CHARACTER) thinking. Something like "Even though the librarian didn't have any info it was a good shot - take XX experience points.</p><p></p><p><strong>3) Are your players looking for that kind of game? </strong></p><p>A wide open game can be very frustrating. From behind the screen, a lot of choices seem easy that can really frustrate the heck out of players. Rewatch some of your most favorite movies and pay attention to the plot. Some really great stories have a simple plot - to the point of being cheesy. If a plot gets too contriverted then it's hard to follow and may not make good entertainment. Your players may never think of going to the library and assume if there is a peice of infrmation they NEED then it will come. I guess some people don't find research heroic <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Kugar</p></blockquote><p></p>
[QUOTE="Kugar, post: 172112, member: 442"] Plan a little ahead and be flexible. The A -> B -> C syndrome is mainly because the world isn't reacting to the PCs. Lets ask ourselves: "Why arn't the PCs researching the mystic staff of evil goodness at the local library?" Well, [b]1) Do they know the library exists?[/b] The world has to have some life. Did you mention the library, put it on a map you gave them. Maybe they will make the intuitive leap if you tell them the city is full of scholars - but don't count on it. [b]2) Do the PCs really expect that the library holds any information?[/b] If you want the PCs creative thinking to flurish, then their HAS to be some expectation of reward for doing so. Have they caught you off-gaurd before and you shut them down? Whenever this happens it will take the steam out of the most adventurous players for a session. Even if you get stuck in the corner and can't think of something reward the players with creative (IN CHARACTER) thinking. Something like "Even though the librarian didn't have any info it was a good shot - take XX experience points. [b]3) Are your players looking for that kind of game? [/b] A wide open game can be very frustrating. From behind the screen, a lot of choices seem easy that can really frustrate the heck out of players. Rewatch some of your most favorite movies and pay attention to the plot. Some really great stories have a simple plot - to the point of being cheesy. If a plot gets too contriverted then it's hard to follow and may not make good entertainment. Your players may never think of going to the library and assume if there is a peice of infrmation they NEED then it will come. I guess some people don't find research heroic :) Kugar [/QUOTE]
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[Advice] Putting more options in my games
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