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<blockquote data-quote="DestroyYouAlot" data-source="post: 4026898" data-attributes="member: 36618"><p>That's the miracle of this style - Story is what happens <em>at the table</em>, not beforehand in your notebook. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> You don't need to write scripts; PCs will make stuff happen whether you want it to or not. And I get to sit back in wonder at the crap they'll come up with. I'm never going back.</p><p></p><p></p><p></p><p>Hell yes. I can't think of a game (a FRPG, at least) that doesn't explicitly give the GM go-ahead to screw with encounters; letting the dice fall where they may (a worthy goal at all times) doesn't conflict with this. I recently made the mistake of running a whole "town bookkeeping then travel" session without a single combat encounter while the party was traipsing around in the mountains (the die just wouldn't come up "1"); I won't make that mistake again. Just remember that it's your game, if you spring an extra encounter on the party when things are too quiet, You're Doing It Right. </p><p></p><p> </p><p></p><p>Maybe, maybe and maybe, maybe, maybe again. The thing is to keep player decisions in the mix, and be ready for events to go where you didn't plan. Let <em>them</em> entertain <em>you</em>; they'll keep themselves happy while they're at it.</p><p></p><p></p><p></p><p>Big strokes. I keep a page filled with "what's going on" at any given time; the PCs may go sessions without interacting with any of the things on that page, or they may hit up five at once (and cause me to alter or cross off as many). Just so you have some threads for them to pull at here and there.</p></blockquote><p></p>
[QUOTE="DestroyYouAlot, post: 4026898, member: 36618"] That's the miracle of this style - Story is what happens [i]at the table[/i], not beforehand in your notebook. ;) You don't need to write scripts; PCs will make stuff happen whether you want it to or not. And I get to sit back in wonder at the crap they'll come up with. I'm never going back. Hell yes. I can't think of a game (a FRPG, at least) that doesn't explicitly give the GM go-ahead to screw with encounters; letting the dice fall where they may (a worthy goal at all times) doesn't conflict with this. I recently made the mistake of running a whole "town bookkeeping then travel" session without a single combat encounter while the party was traipsing around in the mountains (the die just wouldn't come up "1"); I won't make that mistake again. Just remember that it's your game, if you spring an extra encounter on the party when things are too quiet, You're Doing It Right. Maybe, maybe and maybe, maybe, maybe again. The thing is to keep player decisions in the mix, and be ready for events to go where you didn't plan. Let [i]them[/i] entertain [i]you[/i]; they'll keep themselves happy while they're at it. Big strokes. I keep a page filled with "what's going on" at any given time; the PCs may go sessions without interacting with any of the things on that page, or they may hit up five at once (and cause me to alter or cross off as many). Just so you have some threads for them to pull at here and there. [/QUOTE]
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