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<blockquote data-quote="Merkuri" data-source="post: 5664276" data-attributes="member: 41321"><p>I very much agree that the world should have logical consequences to the players action or inaction, but be careful here. Avoid the temptation to punish the PCs for doing or not doing something you think they should have done.</p><p></p><p>To use the example where the party alienated the "good guy" group and allied with the "bad guy" group, your first instinct may be to make the bad guy group betray them so the party winds taking the blame for something and winds up in jail. Because, hey, they're not supposed to be with this group anyway, and you want to discourage them from working with them, right?</p><p></p><p>Don't fall into that trap. Resist the urge to "teach" the PCs which way they should go by having bad stuff happen to them when they zig instead of zagging.</p><p></p><p>Instead, wouldn't it be more fun if they successfully work with the bad guy group for a while and the group keeps asking them to do progressively more and more sketchy things? They start off with fairly normal quests, but eventually they may be asking the party to murder innocents or do other things that go against the party's morality/alignment. The PCs will probably get to a point where they need to decide whether they want to keep working with these guys, but they're already dug in deep and they'll have to be creative about how they want to break their ties with this group.</p><p></p><p>Note that the prep here should only be for the first one, maybe two quests that the group gives them. You can write down ideas about what quests 3, 4, 5, etc will be, but don't actually flesh them out. Expect that at any time the PCs may want out, so you may not end up needing quests 4 and 5. However, once they do break their ties with this group it's entirely possible that the group will try to do quests 4 and 5 on their own, at which point the PCs may cross paths with them again.</p><p></p><p>Or, depending on how much information you gave them about groups A and B, you could end up taking all of your plans for those two groups and just switch them. If the PCs never learned about group B's secret plan to kill the king and take over the kingdom then they probably won't notice when suddenly it's group A's plan instead.</p><p></p><p>If the PCs didn't know about it that means you can change it.</p></blockquote><p></p>
[QUOTE="Merkuri, post: 5664276, member: 41321"] I very much agree that the world should have logical consequences to the players action or inaction, but be careful here. Avoid the temptation to punish the PCs for doing or not doing something you think they should have done. To use the example where the party alienated the "good guy" group and allied with the "bad guy" group, your first instinct may be to make the bad guy group betray them so the party winds taking the blame for something and winds up in jail. Because, hey, they're not supposed to be with this group anyway, and you want to discourage them from working with them, right? Don't fall into that trap. Resist the urge to "teach" the PCs which way they should go by having bad stuff happen to them when they zig instead of zagging. Instead, wouldn't it be more fun if they successfully work with the bad guy group for a while and the group keeps asking them to do progressively more and more sketchy things? They start off with fairly normal quests, but eventually they may be asking the party to murder innocents or do other things that go against the party's morality/alignment. The PCs will probably get to a point where they need to decide whether they want to keep working with these guys, but they're already dug in deep and they'll have to be creative about how they want to break their ties with this group. Note that the prep here should only be for the first one, maybe two quests that the group gives them. You can write down ideas about what quests 3, 4, 5, etc will be, but don't actually flesh them out. Expect that at any time the PCs may want out, so you may not end up needing quests 4 and 5. However, once they do break their ties with this group it's entirely possible that the group will try to do quests 4 and 5 on their own, at which point the PCs may cross paths with them again. Or, depending on how much information you gave them about groups A and B, you could end up taking all of your plans for those two groups and just switch them. If the PCs never learned about group B's secret plan to kill the king and take over the kingdom then they probably won't notice when suddenly it's group A's plan instead. If the PCs didn't know about it that means you can change it. [/QUOTE]
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