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DM's: You player just had a great idea...
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<blockquote data-quote="Quasqueton" data-source="post: 1401966" data-attributes="member: 3854"><p>Interestingly, I have a completely different take on this. </p><p></p><p>Usually my plots are planned pretty far through -- I'm not claiming them to be perfect, just thought through past the current BBEG (and the next BBEG, too). So if a Player thinks of a devious plot point that I had not thought of, I'll file the concept away and perhaps use it in a future campaign or adventure. But I won't change the current plot to match what the Players come up with.</p><p></p><p>I have three reasons for this:</p><p></p><p>The first reason is because of the Rule One concept. I want my Players to discuss the campaign, the plots, and their thinking at the table. I want to know what they are thinking, which dots they are connecting, and what things are sticking out as items to note. </p><p></p><p>This gives me satisfaction to know that my plot points and clues are being picked up on and noted -- knowing what the Players note and ignore helps me run the game better. </p><p></p><p>This tells me when I've inadvertantly screwed up and confused a plot -- "The last two guys we fought were wearing red shoes. I bet the king's cobbler is behind some of this." I think, oops, the red shoes were just window dressing; I didn't realize I had two guys in a row wearing them. I'll make sure no one else is wearing red shoes, so the Players can let go of that accidental plot hook.</p><p></p><p>The second reason is because changing a plot in mid stream is not easy. Does the new plot fit all the evidence the Players have seen so far? Do I have to change the bad guys around to fit the new plot? Will the next idea the Players have pull the rug out from under this new plot? "The king's cobbler couldn't have been behind this, because remember that we found. . ." Etc. The less I have to think on the fly, the better for my game.</p><p></p><p>The third reason is because it keeps the trust between Players and DM. Just like upping the BBEG's hit points in mid battle because the PC fighter scored a critical and would end the encounter "too soon", changing the plot in mid adventure because the Players came up with a better idea undermines the Players' efforts in the game.</p><p></p><p>Quasqueton</p></blockquote><p></p>
[QUOTE="Quasqueton, post: 1401966, member: 3854"] Interestingly, I have a completely different take on this. Usually my plots are planned pretty far through -- I'm not claiming them to be perfect, just thought through past the current BBEG (and the next BBEG, too). So if a Player thinks of a devious plot point that I had not thought of, I'll file the concept away and perhaps use it in a future campaign or adventure. But I won't change the current plot to match what the Players come up with. I have three reasons for this: The first reason is because of the Rule One concept. I want my Players to discuss the campaign, the plots, and their thinking at the table. I want to know what they are thinking, which dots they are connecting, and what things are sticking out as items to note. This gives me satisfaction to know that my plot points and clues are being picked up on and noted -- knowing what the Players note and ignore helps me run the game better. This tells me when I've inadvertantly screwed up and confused a plot -- "The last two guys we fought were wearing red shoes. I bet the king's cobbler is behind some of this." I think, oops, the red shoes were just window dressing; I didn't realize I had two guys in a row wearing them. I'll make sure no one else is wearing red shoes, so the Players can let go of that accidental plot hook. The second reason is because changing a plot in mid stream is not easy. Does the new plot fit all the evidence the Players have seen so far? Do I have to change the bad guys around to fit the new plot? Will the next idea the Players have pull the rug out from under this new plot? "The king's cobbler couldn't have been behind this, because remember that we found. . ." Etc. The less I have to think on the fly, the better for my game. The third reason is because it keeps the trust between Players and DM. Just like upping the BBEG's hit points in mid battle because the PC fighter scored a critical and would end the encounter "too soon", changing the plot in mid adventure because the Players came up with a better idea undermines the Players' efforts in the game. Quasqueton [/QUOTE]
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