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Excerpt: the quest's the thing
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<blockquote data-quote="ProfessorCirno" data-source="post: 4224333" data-attributes="member: 65637"><p>In fact, this is how we usually do it in my group. The group hits a town, and different characters find different story/quest seeds. There's one big overarching plotline in mind, but just because you start at A and end at C doesn't mean you have to hit B en route. They can if they want, but there's so many other paths - some they can make themselves - that I perfer to keep open.</p><p></p><p>The wizard finds a cult is beginning to subvert apprentices in the academy he grew up in. The rogue hears about a particularly greedy merchant having more magic items then usual. The paladin is told by his order to hunt a nasty demon. The fighter gets a letter from his parents warning him that a small time rival from his old village is after him*.</p><p></p><p>They can choose any of these, or maybe more then just one of them. They'll be tied together - loosely, so that the VERY end is the only thing that remains the same - but the players still have that big word "CHOICE!" hovering over them that they love so much.</p><p></p><p>*I had a player who was just a standard fighter from a small village. He sent a letter and 10% of his cash home every time they finished a dungeon or large story arch. We ended up using it creatively - they had to run from the law, so they found some members of the extended family who gladly put them up and safe. Small details the players make for their characters can easily blossom into something much nicer. Just make sure you don't make the mistake of renaming all their family members "Plotty McGoingtobekidnapped." Reward the players for making backstories, don't punish them by filing those stories into the "Potential Blackmail" folder.</p></blockquote><p></p>
[QUOTE="ProfessorCirno, post: 4224333, member: 65637"] In fact, this is how we usually do it in my group. The group hits a town, and different characters find different story/quest seeds. There's one big overarching plotline in mind, but just because you start at A and end at C doesn't mean you have to hit B en route. They can if they want, but there's so many other paths - some they can make themselves - that I perfer to keep open. The wizard finds a cult is beginning to subvert apprentices in the academy he grew up in. The rogue hears about a particularly greedy merchant having more magic items then usual. The paladin is told by his order to hunt a nasty demon. The fighter gets a letter from his parents warning him that a small time rival from his old village is after him*. They can choose any of these, or maybe more then just one of them. They'll be tied together - loosely, so that the VERY end is the only thing that remains the same - but the players still have that big word "CHOICE!" hovering over them that they love so much. *I had a player who was just a standard fighter from a small village. He sent a letter and 10% of his cash home every time they finished a dungeon or large story arch. We ended up using it creatively - they had to run from the law, so they found some members of the extended family who gladly put them up and safe. Small details the players make for their characters can easily blossom into something much nicer. Just make sure you don't make the mistake of renaming all their family members "Plotty McGoingtobekidnapped." Reward the players for making backstories, don't punish them by filing those stories into the "Potential Blackmail" folder. [/QUOTE]
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Excerpt: the quest's the thing
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