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<blockquote data-quote="Ycore Rixle" data-source="post: 5519084" data-attributes="member: 675"><p>It's the only way I've GMed for a long time. I usually prep with a list of challenges that can come up for each character - 2 to 4 things that can pop out of the woodwork and be interesting to that character. Then, based on what the group has been doing and has said they were interested in doing, I'll have one or two multi-area encounters ready, for combats or social scenes or chases or whatnot. I'll tailor the dressing on the encounters to fit whatever the players' goals are. Long-lasting NPCs are already made up, and new NPCs have relevant stats made up on the fly, pretty much.</p><p></p><p>This works very well, in my experience. Of course, I have to remember to make the players' choices have consequences. If they go to the Caves of Chaos, then the witch in Thingizzard's Hut can proceed with her plans unhindered. One of the PCs' brothers might be dead when they return, or the village mayor might now be a Yeenoghu-worshipper. If the PCs go on a mission they chose because of the potential for loot, and they're successful, they have to get loot. But I also make sure to have other options that they know of - through rumors, plot hook items, etc. - that offer rewards other than loot. Then if they take those options, and they are successful, then the reward is not loot. 'course that's just one way to make choices have consequences.</p><p></p><p>I also list for each challenge in a plot point or location one way to accomplish the challenge with stealth, one way with combat, and one way with a social encounter. That way I can nudge the players if necessary, adjust the pacing (no four-combat encounters in a row!), or point out that X is No Longer An Option because of some choice the players have made.</p></blockquote><p></p>
[QUOTE="Ycore Rixle, post: 5519084, member: 675"] It's the only way I've GMed for a long time. I usually prep with a list of challenges that can come up for each character - 2 to 4 things that can pop out of the woodwork and be interesting to that character. Then, based on what the group has been doing and has said they were interested in doing, I'll have one or two multi-area encounters ready, for combats or social scenes or chases or whatnot. I'll tailor the dressing on the encounters to fit whatever the players' goals are. Long-lasting NPCs are already made up, and new NPCs have relevant stats made up on the fly, pretty much. This works very well, in my experience. Of course, I have to remember to make the players' choices have consequences. If they go to the Caves of Chaos, then the witch in Thingizzard's Hut can proceed with her plans unhindered. One of the PCs' brothers might be dead when they return, or the village mayor might now be a Yeenoghu-worshipper. If the PCs go on a mission they chose because of the potential for loot, and they're successful, they have to get loot. But I also make sure to have other options that they know of - through rumors, plot hook items, etc. - that offer rewards other than loot. Then if they take those options, and they are successful, then the reward is not loot. 'course that's just one way to make choices have consequences. I also list for each challenge in a plot point or location one way to accomplish the challenge with stealth, one way with combat, and one way with a social encounter. That way I can nudge the players if necessary, adjust the pacing (no four-combat encounters in a row!), or point out that X is No Longer An Option because of some choice the players have made. [/QUOTE]
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