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<blockquote data-quote="pming" data-source="post: 5664217" data-attributes="member: 45197"><p>Hiya.</p><p> </p><p> Lots of good advice. Bottom line: "Write situations/setting with backstory", but dont' focus on the A-B-C plot train.</p><p> </p><p> As a side note...from reading your responses, I think there's something else going on in your game. I don't think it's because one player is a "classic optimizer" and walks through things. What I think is going on is that your players have learned that there are no real consequences for their actions. Bare with me here...</p><p> </p><p> If they just keep doing whatever they feel like (even if it's ultimately successful), you don't seem to imply that any in-game world consequences occure. Like someone said above, with the example of Intimidating a noble into doing/not doing something. There *should* be logical, in-game reactions to such a thing. With your encounters, word would proably get around at how bad-ass these guys are...and they could be targeted by bad guys who think they may come into contact with them in the future. Or maybe they get asked to take on some task that they probably can't actually handle. Think "victim of your own success". <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p> </p><p> Because you've been 'planning' adventures out, I suspect that after the players and PC's totally mess that up, you're more or less caught holding the bag wondering what just happened. Then, next game you start at square 1 and the PC's continue...as if the previous adventure didn't happen. You need to take a step back and think of what the adventurers just did to the campaign landscape. Did any NPC's die? Did those NPC's have family, friends, enemies that may care enough to confront the PC's about it? What about some powerful monster they just killed? Maybe the goblin hoard that was living 'just over the hills' stayed out of the area because o that powerful monster...and now that it's dead, well, they're free to move back in and start terrorizing the country side again. That kind of thing. Just think of the campaign setting and what ripples the PC's probably just caused.</p><p> </p><p> Then, take the advice given in this thread and write some stuff down for next game.</p><p> </p><p>^_^</p><p> </p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 5664217, member: 45197"] Hiya. Lots of good advice. Bottom line: "Write situations/setting with backstory", but dont' focus on the A-B-C plot train. As a side note...from reading your responses, I think there's something else going on in your game. I don't think it's because one player is a "classic optimizer" and walks through things. What I think is going on is that your players have learned that there are no real consequences for their actions. Bare with me here... If they just keep doing whatever they feel like (even if it's ultimately successful), you don't seem to imply that any in-game world consequences occure. Like someone said above, with the example of Intimidating a noble into doing/not doing something. There *should* be logical, in-game reactions to such a thing. With your encounters, word would proably get around at how bad-ass these guys are...and they could be targeted by bad guys who think they may come into contact with them in the future. Or maybe they get asked to take on some task that they probably can't actually handle. Think "victim of your own success". ;) Because you've been 'planning' adventures out, I suspect that after the players and PC's totally mess that up, you're more or less caught holding the bag wondering what just happened. Then, next game you start at square 1 and the PC's continue...as if the previous adventure didn't happen. You need to take a step back and think of what the adventurers just did to the campaign landscape. Did any NPC's die? Did those NPC's have family, friends, enemies that may care enough to confront the PC's about it? What about some powerful monster they just killed? Maybe the goblin hoard that was living 'just over the hills' stayed out of the area because o that powerful monster...and now that it's dead, well, they're free to move back in and start terrorizing the country side again. That kind of thing. Just think of the campaign setting and what ripples the PC's probably just caused. Then, take the advice given in this thread and write some stuff down for next game. ^_^ Paul L. Ming [/QUOTE]
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