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<blockquote data-quote="moritheil" data-source="post: 4700383" data-attributes="member: 30610"><p>Okay, I'm with you there, but what do you do when the PCs don't go out to find information and resources, and you have to feed them everything? We have no bard or rogue, and they're only level 1, so it's not like I blame them. I went ahead and fed them the info they needed to find the cave they needed to go to . . . but I can't just say, "Oh, and here's the explanation for everything" at a time when they couldn't possibly have picked up all the clues. Shouldn't they work for it a bit? What I was doing was giving them gradual pieces of the puzzle, to let them know they were making progress, but despite that one player wants to quit.</p><p></p><p></p><p></p><p>How do you apply that to a political intrigue campaign? I mean, say they off this low-tier villain and the shadowy cabal changes its policies. When are they going to see it? Certainly not right away! How would you let them know without flat-out saying "You notice a change which is MOST CERTAINLY A RESULT OF YOUR HEROIC WORK?" I don't want to spoon-feed them everything like they're morons incapable of taking a hint. There's no point in intrigue if you're just going to lay it out. But I don't want to hide it so deep they can't find it. Is there some rule of thumb you use? And what do you do to ensure you have players who are willing to play that kind of game? All I can think of is saying "This game may contain intrigue and political maneuvering; you have been warned," at signup.</p></blockquote><p></p>
[QUOTE="moritheil, post: 4700383, member: 30610"] Okay, I'm with you there, but what do you do when the PCs don't go out to find information and resources, and you have to feed them everything? We have no bard or rogue, and they're only level 1, so it's not like I blame them. I went ahead and fed them the info they needed to find the cave they needed to go to . . . but I can't just say, "Oh, and here's the explanation for everything" at a time when they couldn't possibly have picked up all the clues. Shouldn't they work for it a bit? What I was doing was giving them gradual pieces of the puzzle, to let them know they were making progress, but despite that one player wants to quit. How do you apply that to a political intrigue campaign? I mean, say they off this low-tier villain and the shadowy cabal changes its policies. When are they going to see it? Certainly not right away! How would you let them know without flat-out saying "You notice a change which is MOST CERTAINLY A RESULT OF YOUR HEROIC WORK?" I don't want to spoon-feed them everything like they're morons incapable of taking a hint. There's no point in intrigue if you're just going to lay it out. But I don't want to hide it so deep they can't find it. Is there some rule of thumb you use? And what do you do to ensure you have players who are willing to play that kind of game? All I can think of is saying "This game may contain intrigue and political maneuvering; you have been warned," at signup. [/QUOTE]
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