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<blockquote data-quote="Prest0" data-source="post: 2844365" data-attributes="member: 13621"><p>Actually, I think you're on the right track. It's just a matter of expanding your toolkit of enticements*. The trick is to give the characters the appearance of choice, but make sure one scene leads <em>logically</em> to the next. Give the heroes the information needed to decide to follow the path on their own. I'm not talking about bait or a big red dragon, but something more subtle. Like any good book or movie, every scene should build on the one before and be the next logical step in the chain. Give the heroes opportunities to find clues, meet informants, have strange dreams, suffer harrassment, etc. </p><p></p><p>In most (but not all) cases, prewritten adventures by their very nature are railroads. Good ones make the tracks invisible because they give characters the illusion of choice. Ultimately though, the biggest factor is whether the GM guides the game with a heavy hand or a light touch. A GM can make the coolest adventure suck or a mediocre adventure at least interesting.</p><p></p><p><span style="font-size: 9px">*A good trick is to remember the seven deadly sins. Surely one of them will do the job. You're right--dangling a bag of money in front of them may work once, but it's going to get old quickly. So try Lust-- an old (or new) flame needs help; Pride or Envy-- a competing group is trying to one-up the heroes and take credit for their successes; Sloth or Gluttony-- success and laziness leads to its own problems; Greed--duh; Wrath--revenge for a wrongdoing real or perceived.</span></p></blockquote><p></p>
[QUOTE="Prest0, post: 2844365, member: 13621"] Actually, I think you're on the right track. It's just a matter of expanding your toolkit of enticements*. The trick is to give the characters the appearance of choice, but make sure one scene leads [I]logically[/I] to the next. Give the heroes the information needed to decide to follow the path on their own. I'm not talking about bait or a big red dragon, but something more subtle. Like any good book or movie, every scene should build on the one before and be the next logical step in the chain. Give the heroes opportunities to find clues, meet informants, have strange dreams, suffer harrassment, etc. In most (but not all) cases, prewritten adventures by their very nature are railroads. Good ones make the tracks invisible because they give characters the illusion of choice. Ultimately though, the biggest factor is whether the GM guides the game with a heavy hand or a light touch. A GM can make the coolest adventure suck or a mediocre adventure at least interesting. [SIZE=1]*A good trick is to remember the seven deadly sins. Surely one of them will do the job. You're right--dangling a bag of money in front of them may work once, but it's going to get old quickly. So try Lust-- an old (or new) flame needs help; Pride or Envy-- a competing group is trying to one-up the heroes and take credit for their successes; Sloth or Gluttony-- success and laziness leads to its own problems; Greed--duh; Wrath--revenge for a wrongdoing real or perceived.[/SIZE] [/QUOTE]
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