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Fate and the Player (my players should not read)
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<blockquote data-quote="drnuncheon" data-source="post: 179278" data-attributes="member: 96"><p>There are two things you must take into account when you write these prophecies/destinies:</p><p></p><p>1) Make them vague enough that the players won't notice when they're altered. Saying 'the Warrior shall inspire a thousand thousand soldiers to rise up and march' doesn't necessarily mean that the Warrior is still alive. It could be the tales of his death...</p><p></p><p>2) Don't let the players know which is which until it's almost too late. If they are referred to by vague terms like 'the Defender' and 'the Warrior' then your players will probably have a lot of fun trying to figure out who is who. Make sure there are more slots in the prophecy than there are PCs.</p><p></p><p>These will allow you the flexibility/wiggle-room to retrofit the prophecies to the events, and make it seem like you planned it all along.</p><p></p><p>J</p></blockquote><p></p>
[QUOTE="drnuncheon, post: 179278, member: 96"] There are two things you must take into account when you write these prophecies/destinies: 1) Make them vague enough that the players won't notice when they're altered. Saying 'the Warrior shall inspire a thousand thousand soldiers to rise up and march' doesn't necessarily mean that the Warrior is still alive. It could be the tales of his death... 2) Don't let the players know which is which until it's almost too late. If they are referred to by vague terms like 'the Defender' and 'the Warrior' then your players will probably have a lot of fun trying to figure out who is who. Make sure there are more slots in the prophecy than there are PCs. These will allow you the flexibility/wiggle-room to retrofit the prophecies to the events, and make it seem like you planned it all along. J [/QUOTE]
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