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<blockquote data-quote="BSF" data-source="post: 1203274" data-attributes="member: 13098"><p>Barsoomcore, that is a great way to describe it - "vague memories of old gaming sessions." Yeah, I have done this. If I am feeling really vauge, I might pull events from multiple gaming sessions and roll it all into one. </p><p></p><p>Back to Jester47's post.</p><p></p><p>Illusion of free will is important. Consequences make the world seem alive. Once they begin down one path, it gets harder to get off that path <strong>and</strong> accept the consequences. Whenever possible, you want your players beginning to commit to a story arc. They will be sucked into it and they won't want to leave it. Then, you can begin to let the rest of the world run on auto pilot while you plan what comes next in the story arc. </p><p></p><p>Keep dropping snippets of information about what else is going on so the world doesn't feel like it came to a standstill while they did their story. But, don't make it easy and compelling to leave the story arc you are on. If they hear about the invasion of a kingdom from the refugees that fled, the impetous to save the kingdom is diminished. After all, the kingdom was already invaded and people fled. Something happened that is interesting, but the players will probably want to stay on track with their mission/quest/whatever. </p><p></p><p>So, you let them choose the story arc. You give them chances to get off that train. You provide them with enough information that they don't like the answer if they do get off that train. You only need to plan for one story arc at a time.</p><p></p><p>Of course, there will be little one-offs. Maybe a brawl in a bar with the NC barbarian you just made up because he would add a little flavor to the bar. Then the captain of the town guard that is arresting the PC's for disturbing the peace. Stuff like that will still catch you off guard. But, you probably won't feel quite as frustrated as you do now.</p></blockquote><p></p>
[QUOTE="BSF, post: 1203274, member: 13098"] Barsoomcore, that is a great way to describe it - "vague memories of old gaming sessions." Yeah, I have done this. If I am feeling really vauge, I might pull events from multiple gaming sessions and roll it all into one. Back to Jester47's post. Illusion of free will is important. Consequences make the world seem alive. Once they begin down one path, it gets harder to get off that path [b]and[/b] accept the consequences. Whenever possible, you want your players beginning to commit to a story arc. They will be sucked into it and they won't want to leave it. Then, you can begin to let the rest of the world run on auto pilot while you plan what comes next in the story arc. Keep dropping snippets of information about what else is going on so the world doesn't feel like it came to a standstill while they did their story. But, don't make it easy and compelling to leave the story arc you are on. If they hear about the invasion of a kingdom from the refugees that fled, the impetous to save the kingdom is diminished. After all, the kingdom was already invaded and people fled. Something happened that is interesting, but the players will probably want to stay on track with their mission/quest/whatever. So, you let them choose the story arc. You give them chances to get off that train. You provide them with enough information that they don't like the answer if they do get off that train. You only need to plan for one story arc at a time. Of course, there will be little one-offs. Maybe a brawl in a bar with the NC barbarian you just made up because he would add a little flavor to the bar. Then the captain of the town guard that is arresting the PC's for disturbing the peace. Stuff like that will still catch you off guard. But, you probably won't feel quite as frustrated as you do now. [/QUOTE]
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