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<blockquote data-quote="Hedam" data-source="post: 5977499" data-attributes="member: 6696998"><p>My advice is to only keep things truly sandbox for a session or 2.. Throw alot of stuff at them and se what they react to, and then go down that path.. Maybe they angered a sheriff or a bishop, giving rise to epic rivalry.. While generating treasure the dice turns lucky and the players get their hands on a +4 greatsword, turn it into a tale of this mystery greatsword noone truly can figure out what does.. Its the small stuff that gives rise to the greatest games, investing the characters in things they deem interesting.. </p><p></p><p>Also some ways to see if the players are uninvested </p><p></p><p>1: One or more players reading dillegently through the whole session</p><p></p><p>2: Reoccurring off-game chatter</p><p></p><p>3: People dont know where they are, or who they are talking to</p><p></p><p>4: Players not seeking to further their characters interests</p><p></p><p>If any of above are happening, spice it up.. Keep it unexpected.. But keep to the plan.. </p><p></p><p>Also at every important event, ask yourself, what do i want the players to feel.. Disgust, fear, pride.. Try to evoke these feelings in the scene.. Make the necromancer someone disgusting, and make him so through his choice of words, his demands, and his actions.. This makes my players much more invested</p></blockquote><p></p>
[QUOTE="Hedam, post: 5977499, member: 6696998"] My advice is to only keep things truly sandbox for a session or 2.. Throw alot of stuff at them and se what they react to, and then go down that path.. Maybe they angered a sheriff or a bishop, giving rise to epic rivalry.. While generating treasure the dice turns lucky and the players get their hands on a +4 greatsword, turn it into a tale of this mystery greatsword noone truly can figure out what does.. Its the small stuff that gives rise to the greatest games, investing the characters in things they deem interesting.. Also some ways to see if the players are uninvested 1: One or more players reading dillegently through the whole session 2: Reoccurring off-game chatter 3: People dont know where they are, or who they are talking to 4: Players not seeking to further their characters interests If any of above are happening, spice it up.. Keep it unexpected.. But keep to the plan.. Also at every important event, ask yourself, what do i want the players to feel.. Disgust, fear, pride.. Try to evoke these feelings in the scene.. Make the necromancer someone disgusting, and make him so through his choice of words, his demands, and his actions.. This makes my players much more invested [/QUOTE]
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