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General Question: How off-track do you go?
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<blockquote data-quote="jbear" data-source="post: 5596853" data-attributes="member: 75065"><p>I have done the following in my current campaign:</p><p></p><p>Narrow start to get things underway: This was when both me and the players were learning the game. We all had enough to deal with without worring if there were a variety of options to follow adventure wise.</p><p></p><p>Along the narrow start I created alternative routes, some slightly more advantageous than others.</p><p></p><p>At a certain point I began adding flash elements to foreshadow the big events they would soon become involved in.</p><p></p><p>I also began adding in sidetreks, which had no importance storywise initially, but as they followed them up, I fleshed them out and they became important variant elements of the big picture itself. Here the PCs made a dark pact with the evil god of venom Zehir, a pact initially beneficial that they are currently trying their hardest to get out of.</p><p></p><p>I began adding in elements from the PCs backstories which hindered their progress and completely changed their chosen travel itinery</p><p></p><p>And when they eventually reached the place they had set out to reach from the beginning I gave them the choice to expand out in 5 or 6 majorly different directions. I had prepared only up to that point. I didn't know nor could I forsee what they would want to follow up or how they would propose to go about whatever it was they wanted to do. So I asked them 'So what are you going to do now?' I then ran through the 6 major directions that different hooks up to that point had opened up, and underlined that they could ignore all of them and do something else. They just had to tell me and I would prepare it.</p><p></p><p>And from that major cross road, things got narrow again. and begin the process gone through above, similar structure, different themes. Until they reached the next majo cross roads and chose where they wanted to go next.</p><p></p><p>That is how I organise things anyway, which is a compromise between you can do anything you like all the time and you can only do what I say. I let my players do what they want, but I ask them to let me know with a good bit of warning so I have time to prepare that path properly.</p></blockquote><p></p>
[QUOTE="jbear, post: 5596853, member: 75065"] I have done the following in my current campaign: Narrow start to get things underway: This was when both me and the players were learning the game. We all had enough to deal with without worring if there were a variety of options to follow adventure wise. Along the narrow start I created alternative routes, some slightly more advantageous than others. At a certain point I began adding flash elements to foreshadow the big events they would soon become involved in. I also began adding in sidetreks, which had no importance storywise initially, but as they followed them up, I fleshed them out and they became important variant elements of the big picture itself. Here the PCs made a dark pact with the evil god of venom Zehir, a pact initially beneficial that they are currently trying their hardest to get out of. I began adding in elements from the PCs backstories which hindered their progress and completely changed their chosen travel itinery And when they eventually reached the place they had set out to reach from the beginning I gave them the choice to expand out in 5 or 6 majorly different directions. I had prepared only up to that point. I didn't know nor could I forsee what they would want to follow up or how they would propose to go about whatever it was they wanted to do. So I asked them 'So what are you going to do now?' I then ran through the 6 major directions that different hooks up to that point had opened up, and underlined that they could ignore all of them and do something else. They just had to tell me and I would prepare it. And from that major cross road, things got narrow again. and begin the process gone through above, similar structure, different themes. Until they reached the next majo cross roads and chose where they wanted to go next. That is how I organise things anyway, which is a compromise between you can do anything you like all the time and you can only do what I say. I let my players do what they want, but I ask them to let me know with a good bit of warning so I have time to prepare that path properly. [/QUOTE]
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General Question: How off-track do you go?
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