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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Guiding players to more sandbox-y play?
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<blockquote data-quote="Quickleaf" data-source="post: 6183464" data-attributes="member: 20323"><p>The order the pursue adventures in (or whether they pursue certain aventures) matters because the game has a living timeline. Some adventures will be resolved or morph as the bad guy's plan advances without interruption, some NPCs carry over between adventures, etc. For example if the PCs don't pursue 'Beast of Bechauex' by Spring then the magocracy can invade the kingdom overland via the freehold lands of Bechaeux.</p><p></p><p>The payoff they get from "high-level planning" is greater power over the story and the satisfaction that brings, as well as really feeling like movers & shakers (ie. not just powerful in terms of personal ability but also reputation, followers, etc). It also could open up some really cool avenues of attack against their enemies.</p><p></p><p>There is no "stepping on my plans" realistically, that's the point. I mean, unless they were like "screw all this, we retire to become beer-makers or travel overseas just for the hell of it." Yes, I've strongly framed a conflict and I have a rough events timeline, but there is no plan on my part beyond that. Does that make sense?</p><p></p><p></p><p>Yes when I present open-ended encounters, they will engage. But it's not the encounter-scale I'm referring to, it's the campaign-scale. When I give them their motivation and frame the encounter/dungeon hard, they have no problem. It's when I ask (directly or indirectly) "what's your motivation?" or present multiple quest choices or challenge them to engage at the campaign-scale that they stumble.</p><p></p><p>And that's what I would like to shift to make the game more enjoyable for me, because right now it feels like I'm the primary mover and shaker as DM because no one else cares.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6183464, member: 20323"] The order the pursue adventures in (or whether they pursue certain aventures) matters because the game has a living timeline. Some adventures will be resolved or morph as the bad guy's plan advances without interruption, some NPCs carry over between adventures, etc. For example if the PCs don't pursue 'Beast of Bechauex' by Spring then the magocracy can invade the kingdom overland via the freehold lands of Bechaeux. The payoff they get from "high-level planning" is greater power over the story and the satisfaction that brings, as well as really feeling like movers & shakers (ie. not just powerful in terms of personal ability but also reputation, followers, etc). It also could open up some really cool avenues of attack against their enemies. There is no "stepping on my plans" realistically, that's the point. I mean, unless they were like "screw all this, we retire to become beer-makers or travel overseas just for the hell of it." Yes, I've strongly framed a conflict and I have a rough events timeline, but there is no plan on my part beyond that. Does that make sense? Yes when I present open-ended encounters, they will engage. But it's not the encounter-scale I'm referring to, it's the campaign-scale. When I give them their motivation and frame the encounter/dungeon hard, they have no problem. It's when I ask (directly or indirectly) "what's your motivation?" or present multiple quest choices or challenge them to engage at the campaign-scale that they stumble. And that's what I would like to shift to make the game more enjoyable for me, because right now it feels like I'm the primary mover and shaker as DM because no one else cares. [/QUOTE]
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Guiding players to more sandbox-y play?
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