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Help! My players are driving the plot!
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<blockquote data-quote="Castellan" data-source="post: 1990332" data-attributes="member: 639"><p>Sorry... I was being facetious. I love that my players are driving the plot. I try very hard to make sure they do. This time around, I wasn't expecting them to latch onto something that I considered so mundane, and got backed into a corner during the game session. I fudged some facts (wrote them down so I don't screw things up, either!) and pulled a couple of names out of my list of randomly generated NPC names and just flew by the seat of my pants.</p><p></p><p>Now that I'm sitting back and thinking about the players' questions, I'm trying to decide what to do. hence, the request for aid. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Well, I had defined it as a cash-only robbery of a lesser member of one of the more powerful merchant houses in the city. Ideally, I was hoping to introduce a minor member of one of the influential houses, while building some detail on the city's politics.</p><p></p><p>I love your idea about the missing tenant faking his own death. That's definite possibility.</p><p></p><p></p><p></p><p>That's not bad at all. The cleric in the party whisked this NPC away to her temple to ask for additional healing to save his life. She'd hate that she helped someone who had done this. I love it!</p><p></p><p></p><p></p><p>Hear, hear! Good for them! There's nothing cooler than when my players take an interest in the game. This time around, I was just taken aback by their level of interest in something I hadn't planned to be a significant part of the adventure. This is exactly why I'm interested in rewarding their curiosity. I hate preparing an adventure for them to play... I'd much rather let them decide what to do and throw baddies in their way. <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>You've got a great idea, too! And a good possibility for a developing plot. I've been looking for and event-based plot that could develop slowly over time, and this might be something to try out!</p><p></p><p></p><p>So many good ideas in this thread! Keep 'em coming!</p></blockquote><p></p>
[QUOTE="Castellan, post: 1990332, member: 639"] Sorry... I was being facetious. I love that my players are driving the plot. I try very hard to make sure they do. This time around, I wasn't expecting them to latch onto something that I considered so mundane, and got backed into a corner during the game session. I fudged some facts (wrote them down so I don't screw things up, either!) and pulled a couple of names out of my list of randomly generated NPC names and just flew by the seat of my pants. Now that I'm sitting back and thinking about the players' questions, I'm trying to decide what to do. hence, the request for aid. :) Well, I had defined it as a cash-only robbery of a lesser member of one of the more powerful merchant houses in the city. Ideally, I was hoping to introduce a minor member of one of the influential houses, while building some detail on the city's politics. I love your idea about the missing tenant faking his own death. That's definite possibility. That's not bad at all. The cleric in the party whisked this NPC away to her temple to ask for additional healing to save his life. She'd hate that she helped someone who had done this. I love it! Hear, hear! Good for them! There's nothing cooler than when my players take an interest in the game. This time around, I was just taken aback by their level of interest in something I hadn't planned to be a significant part of the adventure. This is exactly why I'm interested in rewarding their curiosity. I hate preparing an adventure for them to play... I'd much rather let them decide what to do and throw baddies in their way. ;) You've got a great idea, too! And a good possibility for a developing plot. I've been looking for and event-based plot that could develop slowly over time, and this might be something to try out! So many good ideas in this thread! Keep 'em coming! [/QUOTE]
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