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<blockquote data-quote="Lizard" data-source="post: 4312473" data-attributes="member: 1054"><p>So, what do you do when YOU'VE plotted out this cool fight with Winter wolves and goblins and an ice golem, and your players want to play Baba Wawa and interview every single random faceless NPC in the town? </p><p></p><p>I've found that encounters, especially non-combat encounters, write themselves. Anything the players choose to interact with *becomes* important, because they've chosen to interact with it. So if they decide o chat up the guards at the gate, the guards at the gate become vehicles for plot information, or tragic victims of the next orc raid, or corrupt cultists looking for sacrificial victims, or whatever. The DMG would have done better to discuss "How to make anything interesting" instead of "Decide what's interesting, and make sure the players don't wander off the rails".</p><p></p><p>One of my rules of DMing is, "If the players are convinced something exists, they will probably find it." If my plot doesn't have a secret network of underground tunnels, but the players waste half an hour looking for them, they're probably find them. This is the advantage of deep world building -- I know the world, and the rules of it, well enough that I can quickly build anything missing in my head. One reason I like 3x is that I know anything I make up on the fly, I can find mechanics for in the book pretty easily, or interpolate them as needed.</p></blockquote><p></p>
[QUOTE="Lizard, post: 4312473, member: 1054"] So, what do you do when YOU'VE plotted out this cool fight with Winter wolves and goblins and an ice golem, and your players want to play Baba Wawa and interview every single random faceless NPC in the town? I've found that encounters, especially non-combat encounters, write themselves. Anything the players choose to interact with *becomes* important, because they've chosen to interact with it. So if they decide o chat up the guards at the gate, the guards at the gate become vehicles for plot information, or tragic victims of the next orc raid, or corrupt cultists looking for sacrificial victims, or whatever. The DMG would have done better to discuss "How to make anything interesting" instead of "Decide what's interesting, and make sure the players don't wander off the rails". One of my rules of DMing is, "If the players are convinced something exists, they will probably find it." If my plot doesn't have a secret network of underground tunnels, but the players waste half an hour looking for them, they're probably find them. This is the advantage of deep world building -- I know the world, and the rules of it, well enough that I can quickly build anything missing in my head. One reason I like 3x is that I know anything I make up on the fly, I can find mechanics for in the book pretty easily, or interpolate them as needed. [/QUOTE]
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