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Do you reequire your players to think?
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<blockquote data-quote="Lord Pendragon" data-source="post: 2482219" data-attributes="member: 707"><p>I voted "yes" but I suppose I don't <em>require</em> them to think, so much as I don't provide conveniently-placed information. I will figure out what's going on, and then the PCs are thrown into the situation. It's up to them to figure out what's happening and why.</p><p></p><p>For instance, at one point they were investigating a series of murders. After they eventually found the murderer and killed it, they were able to go back and piece together that the Intellect Devourer was using a certain tavern as a place to find victims, that the reason the victims alternated between male and female was because the creature was luring victims away through romantic appeal, and the reason the second murder scene had a piece of jewelry belonging to the third victim was because each murderer became in turn the next victim.</p><p></p><p>Sometimes it's hard to stick to the plan, when occasionally the players pick up on what's happening right away, but it's my policy to never deviate from the planned course of action, unless the PCs have done something that would stimulate a change. Otherwise, give the players their props for figuring things out quickly and keep going. Changing things so the players are always wrong only stagnates thought, rather than encourage it.</p></blockquote><p></p>
[QUOTE="Lord Pendragon, post: 2482219, member: 707"] I voted "yes" but I suppose I don't [i]require[/i] them to think, so much as I don't provide conveniently-placed information. I will figure out what's going on, and then the PCs are thrown into the situation. It's up to them to figure out what's happening and why. For instance, at one point they were investigating a series of murders. After they eventually found the murderer and killed it, they were able to go back and piece together that the Intellect Devourer was using a certain tavern as a place to find victims, that the reason the victims alternated between male and female was because the creature was luring victims away through romantic appeal, and the reason the second murder scene had a piece of jewelry belonging to the third victim was because each murderer became in turn the next victim. Sometimes it's hard to stick to the plan, when occasionally the players pick up on what's happening right away, but it's my policy to never deviate from the planned course of action, unless the PCs have done something that would stimulate a change. Otherwise, give the players their props for figuring things out quickly and keep going. Changing things so the players are always wrong only stagnates thought, rather than encourage it. [/QUOTE]
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