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[Advice] Putting more options in my games
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<blockquote data-quote="Voadam" data-source="post: 172765" data-attributes="member: 2209"><p>A couple of suggestions:</p><p></p><p>Be flexible and have multiple hooks and or modules ready to go so that the players can choose what they want to do. For example, in one of my ravenloft games a fallen paladin had a religious visitation about what quests for atonement he could pursue to regain his powers. I modify and use modules to fit my game and I had three that were about right for the party level so I offered him inspiration about a mass murderer, a chronic undead problem, and terrorizing monsters, he could have chosen any of the three paths or said screw it and I had stuff for the party to do. He chose the undead path and then he went to work convincing the rest of the party to follow him into known danger. The party could have made a different decision and I would have been fine with it.</p><p></p><p>Similar example, in a greyhawk campaign I was running the slavers series. The evil party halfway through decided to join the slavers, that lead to some interesting stuff for a while and then they decided to blow off the whole situation and took an opportunity to leave the area. Same game a little earlier, after capturing a slaver and bringing her back to Safeton, the mage falls in love with her and convinces the party to attempt a rescue of her from the city. The rescue goes disastrously and the party is captured, and gets sent through a gate to fulfill a quest on a celtic world or no gate back. No geases or quests, their choice then to fulfill the quest (and modules I had) or to once again strike off on their own.</p><p></p><p>Even though modules and quests are often linear, the greater situations don't have to be, and player choice should still be relevant. </p><p></p><p>Also be ready to wing things occasionally and let them develop naturally. I have had great games where the party has just screwed around with random wilderness encounters or experimented with new powers (one of the PCs was turned into a wight). Similarly, Cities are great for PC choice, they can seek out different things (shops, temples, libraries, taverns, etc.) and there are lots of npcs to interact with (thieves, merchants, beggars, nobility, street performers, etc.)</p></blockquote><p></p>
[QUOTE="Voadam, post: 172765, member: 2209"] A couple of suggestions: Be flexible and have multiple hooks and or modules ready to go so that the players can choose what they want to do. For example, in one of my ravenloft games a fallen paladin had a religious visitation about what quests for atonement he could pursue to regain his powers. I modify and use modules to fit my game and I had three that were about right for the party level so I offered him inspiration about a mass murderer, a chronic undead problem, and terrorizing monsters, he could have chosen any of the three paths or said screw it and I had stuff for the party to do. He chose the undead path and then he went to work convincing the rest of the party to follow him into known danger. The party could have made a different decision and I would have been fine with it. Similar example, in a greyhawk campaign I was running the slavers series. The evil party halfway through decided to join the slavers, that lead to some interesting stuff for a while and then they decided to blow off the whole situation and took an opportunity to leave the area. Same game a little earlier, after capturing a slaver and bringing her back to Safeton, the mage falls in love with her and convinces the party to attempt a rescue of her from the city. The rescue goes disastrously and the party is captured, and gets sent through a gate to fulfill a quest on a celtic world or no gate back. No geases or quests, their choice then to fulfill the quest (and modules I had) or to once again strike off on their own. Even though modules and quests are often linear, the greater situations don't have to be, and player choice should still be relevant. Also be ready to wing things occasionally and let them develop naturally. I have had great games where the party has just screwed around with random wilderness encounters or experimented with new powers (one of the PCs was turned into a wight). Similarly, Cities are great for PC choice, they can seek out different things (shops, temples, libraries, taverns, etc.) and there are lots of npcs to interact with (thieves, merchants, beggars, nobility, street performers, etc.) [/QUOTE]
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[Advice] Putting more options in my games
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