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<blockquote data-quote="TheAlkaizer" data-source="post: 8693588" data-attributes="member: 7024893"><p>Of course I let them.</p><p></p><p>If it's a very focused story that's being ran, let's say the hook of the campaign is to find who stole the jewels of the King, I'll let them know that leaving the region would equal dropping the current <em>"quest" or "plotline"</em>. Most of the time, they'll decide not to.</p><p></p><p>But in most of my games, I lean much more towards an buffet-like experience with plenty of hooks and the players are free to go wherever the want. It might take time (which is buffer for me to go read stuff before next session) and it will surely lead to something different. But they can. </p><p></p><p>I had this exact challenge when we played Starfinder. They finished a little two of three session investigation, and I was sure they'd bite to one of the few hooks I had presented them. But they actually didn't find them that interesting and they told me <em>"we want to take one spaceship and fly on the other side of the system to Akiton, because Felix's character has family that disappeared a few years ago in his backstory and we want to try and find them."</em> It's challenging for a DM, but this type of situation is <strong>pure gold</strong>. I didn't have to craft anything and the players right now are telling me what they're <em>intrinsycally</em> interested in.</p></blockquote><p></p>
[QUOTE="TheAlkaizer, post: 8693588, member: 7024893"] Of course I let them. If it's a very focused story that's being ran, let's say the hook of the campaign is to find who stole the jewels of the King, I'll let them know that leaving the region would equal dropping the current [I]"quest" or "plotline"[/I]. Most of the time, they'll decide not to. But in most of my games, I lean much more towards an buffet-like experience with plenty of hooks and the players are free to go wherever the want. It might take time (which is buffer for me to go read stuff before next session) and it will surely lead to something different. But they can. I had this exact challenge when we played Starfinder. They finished a little two of three session investigation, and I was sure they'd bite to one of the few hooks I had presented them. But they actually didn't find them that interesting and they told me [I]"we want to take one spaceship and fly on the other side of the system to Akiton, because Felix's character has family that disappeared a few years ago in his backstory and we want to try and find them."[/I] It's challenging for a DM, but this type of situation is [B]pure gold[/B]. I didn't have to craft anything and the players right now are telling me what they're [I]intrinsycally[/I] interested in. [/QUOTE]
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