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Encouraging Independent Thought
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<blockquote data-quote="Gardens &amp; Goblins" data-source="post: 6890754" data-attributes="member: 6846794"><p>Hit them with consequences - and be sure to both telegraph the trigger/event before, and make it clear how certain actions may have avoided the unwanted results.</p><p></p><p>For example, lets say you introduce a certainly shifty street urchin <em>(starfish?)</em>, and laden them with clues inferring that they're up to no good and cannot be trusted.</p><p></p><p>You then have said urchin offer themselves for a position of trust, say the keeper of rope ladder, the key tool used by the part to access the horrible sewers beneath the city.</p><p></p><p>Make sure you emphasises all the cues associated with deception: They have trouble making eye contact, their eyes light up when the reward is mentioned <em>(accompanied by a wicked little smile)</em>. They seem overly insistent that they themselves can handle the guard duty on their lonesome. Another NPC <em>(the bartender)</em> comments on some less-than-flattering stories that seem to follow the urchin. Traders mention they've seen the urchin associating with unsavoury types. And so on.</p><p></p><p>If the characters then blunder on regardless, you have the urchin betray them - they cut the ladder at a critical moment, and reveal themselves to be in the pay of some naughty NPC. And by reveal, I mean, 'complete with mocking monologue on how foolish they believe the party for being to trust him/her/it/misc'. </p><p></p><p>A few encounters like this; telegraph and then clear communication of both consequence and the obvious context that even the NPC themselves is aware of being a clear give-away, and hopefully, hopefully, they'll get the message.</p><p></p><p>::</p><p></p><p>Saying this -- make sure you are being clear, at least three times over, with regards to clues and cues concerning anything you wish to communicate to the players. What may seem obvious to you may not be obvious to them - remember, it may all make sense in your head but they are essentially blind, and totally reliant on your ability to communicate what's inside your head. </p><p></p><p>Three times is the charm, and never, ever build an adventure where finding or understanding a specific clue decides if the adventure continues or stops. Time and time again, the adventure will stop.</p></blockquote><p></p>
[QUOTE="Gardens & Goblins, post: 6890754, member: 6846794"] Hit them with consequences - and be sure to both telegraph the trigger/event before, and make it clear how certain actions may have avoided the unwanted results. For example, lets say you introduce a certainly shifty street urchin [I](starfish?)[/I], and laden them with clues inferring that they're up to no good and cannot be trusted. You then have said urchin offer themselves for a position of trust, say the keeper of rope ladder, the key tool used by the part to access the horrible sewers beneath the city. Make sure you emphasises all the cues associated with deception: They have trouble making eye contact, their eyes light up when the reward is mentioned [I](accompanied by a wicked little smile)[/I]. They seem overly insistent that they themselves can handle the guard duty on their lonesome. Another NPC [I](the bartender)[/I] comments on some less-than-flattering stories that seem to follow the urchin. Traders mention they've seen the urchin associating with unsavoury types. And so on. If the characters then blunder on regardless, you have the urchin betray them - they cut the ladder at a critical moment, and reveal themselves to be in the pay of some naughty NPC. And by reveal, I mean, 'complete with mocking monologue on how foolish they believe the party for being to trust him/her/it/misc'. A few encounters like this; telegraph and then clear communication of both consequence and the obvious context that even the NPC themselves is aware of being a clear give-away, and hopefully, hopefully, they'll get the message. :: Saying this -- make sure you are being clear, at least three times over, with regards to clues and cues concerning anything you wish to communicate to the players. What may seem obvious to you may not be obvious to them - remember, it may all make sense in your head but they are essentially blind, and totally reliant on your ability to communicate what's inside your head. Three times is the charm, and never, ever build an adventure where finding or understanding a specific clue decides if the adventure continues or stops. Time and time again, the adventure will stop. [/QUOTE]
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