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Giving Players Choices: Trollhaunt Warrens
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<blockquote data-quote="SlyFlourish" data-source="post: 4668158" data-attributes="member: 54840"><p>"For instance, you present a fork in the road, and then you detail what left and right mean. "Left is a dark swamp, fog rolling in. Right leads through a ravine with steep walls on either side." That <em>is</em> real data,"</p><p></p><p>Interesting thought but it still doesn't feel like a meaningful choice to me. We have a player whose leaving soon. I'm planning on some sort of kidnapping exchange thing going on. If he doesn't leave, his foes will kill friends in a town back where they came from. That's a real choice to me.</p><p></p><p>In Fallout 3 you can choose to do a bunch of quests in Megaton or blow up the entire town. Granted it was clearly a good or bad choice, but suppose some bad things were going on in the town that could only be cleared up by blowing it up?</p><p></p><p>I guess I want to offer my group more hard choices, real choices, that don't have right or wrong answers and have real effects. That's always the best element of storytelling - when characters make a choice and faces the consequences.</p><p></p><p>There are a bunch of other types of interesting choices:</p><p></p><p>Ends justifying the means choices. Do a little evil now for some good later.</p><p></p><p>Loyalty vs reward. Choose to be loyal and lose out on some clearly excellent loot.</p><p></p><p>What are some other choices like these that people have used?</p></blockquote><p></p>
[QUOTE="SlyFlourish, post: 4668158, member: 54840"] "For instance, you present a fork in the road, and then you detail what left and right mean. "Left is a dark swamp, fog rolling in. Right leads through a ravine with steep walls on either side." That [I]is[/I] real data," Interesting thought but it still doesn't feel like a meaningful choice to me. We have a player whose leaving soon. I'm planning on some sort of kidnapping exchange thing going on. If he doesn't leave, his foes will kill friends in a town back where they came from. That's a real choice to me. In Fallout 3 you can choose to do a bunch of quests in Megaton or blow up the entire town. Granted it was clearly a good or bad choice, but suppose some bad things were going on in the town that could only be cleared up by blowing it up? I guess I want to offer my group more hard choices, real choices, that don't have right or wrong answers and have real effects. That's always the best element of storytelling - when characters make a choice and faces the consequences. There are a bunch of other types of interesting choices: Ends justifying the means choices. Do a little evil now for some good later. Loyalty vs reward. Choose to be loyal and lose out on some clearly excellent loot. What are some other choices like these that people have used? [/QUOTE]
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Giving Players Choices: Trollhaunt Warrens
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