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<blockquote data-quote="Rechan" data-source="post: 5664016" data-attributes="member: 54846"><p>So many times this. </p><p></p><p>Furthermore, once they react to it, you then plan the consequences. If they help group B and oppose A, but A is the "Good guys" in this situation and B are the bad guys, let the players figure this out after attacking group A or helping group B. Let them discover what their actions have caused. </p><p></p><p>For instance. If you set up an adventure where the PCs are supposed to save a town that is in danger <em>now</em>, and the PCs do not bite the hook... let them find out what happened to the town, giving them the hint that 'hey that was that hook you didn't snag'. Don't rub it in their face, but let them know that the world keeps on turning without them. </p><p></p><p>Yes, it sucks when the players subvert your plan. But you know what? You did all that prep, if they bypass it, you can <em>use it again</em>. Don't throw it out, just reskin it as something else.</p></blockquote><p></p>
[QUOTE="Rechan, post: 5664016, member: 54846"] So many times this. Furthermore, once they react to it, you then plan the consequences. If they help group B and oppose A, but A is the "Good guys" in this situation and B are the bad guys, let the players figure this out after attacking group A or helping group B. Let them discover what their actions have caused. For instance. If you set up an adventure where the PCs are supposed to save a town that is in danger [i]now[/i], and the PCs do not bite the hook... let them find out what happened to the town, giving them the hint that 'hey that was that hook you didn't snag'. Don't rub it in their face, but let them know that the world keeps on turning without them. Yes, it sucks when the players subvert your plan. But you know what? You did all that prep, if they bypass it, you can [i]use it again[/i]. Don't throw it out, just reskin it as something else. [/QUOTE]
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