rogueattorney
Adventurer
Mouseferatu said:Free will isn't as important as the illusion of free will.
This is absolutely true, and a good thing to establish especially early in a campaign. Even if the choices being made aren't really meaningful (Whether they follow the hermit on his quest for treasure, agree to try to rescue the princess, or hire on as caravan guards, they're still going to end up in the Lost Caverns of Whosywatsis), it's good to give the players that sense of autonomy so they don't look like deer in headlights when the time comes to make the real choices. "You mean I can do whatever I want?"
I realize there are all sorts of reasons to funnel the pc's a certain direction. Outside the game reasons especially. ("It's all I had time to prepare!") There's just a right and wrong way to do it.
And having a bunch of old-school site-based modules lying around is never a bad thing, just in case they go competely in a direction you weren't expecting. ("So they're on a boat! What am I supposed to do now?" <pulls out X1 Isle of Dread> "Heh.")
R.A.