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Help with giving my players choices that matter
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<blockquote data-quote="Nagol" data-source="post: 7158915" data-attributes="member: 23935"><p>D&D isn't the best system to use when aiming for decision points based around aspects of characters. It can be done, but the system doesn't offer easy handholds for the players to label aspects they find interesting for easy DM identification.</p><p></p><p>My best advice for D&D is to design situations as opposed to adventures. Construct a situation where the players can resolve it in a variety of ways with a variety of winners/losers and potentially a variety of rewards the PCs can claim. It often works best if there are 'layers' to a situation.</p><p></p><p>In the current situation, for example, the players are confronting a monster problem in the capital. If they locate and clear out the monsters, PCs deemed particularly worthy (worshippers of appropriate deities who acted in a manner acceptable to the theocracy) may be offered entry into a holy knight order. Others who acted well may get offered entry into a laity order, and others who acted more questionably may only receive their share of any monetary reward.</p><p></p><p>While investigating the monster issue, however, the party has the chance to befriend/save/negotiate the withdrawal of the creatures rather than killing them. Acting in this manner will negate the offers above, but will present some other form of reward to the PCs (alliance, treasure map, secret knowledge, whatever). Or the party may be able to discover that part of the theocracy is responsible for the introduction of the monsters into the capital and has to figure out what to do with that information -- anything from turn them in, confront them themselves, attempt to blackmail them, or ally with them.</p></blockquote><p></p>
[QUOTE="Nagol, post: 7158915, member: 23935"] D&D isn't the best system to use when aiming for decision points based around aspects of characters. It can be done, but the system doesn't offer easy handholds for the players to label aspects they find interesting for easy DM identification. My best advice for D&D is to design situations as opposed to adventures. Construct a situation where the players can resolve it in a variety of ways with a variety of winners/losers and potentially a variety of rewards the PCs can claim. It often works best if there are 'layers' to a situation. In the current situation, for example, the players are confronting a monster problem in the capital. If they locate and clear out the monsters, PCs deemed particularly worthy (worshippers of appropriate deities who acted in a manner acceptable to the theocracy) may be offered entry into a holy knight order. Others who acted well may get offered entry into a laity order, and others who acted more questionably may only receive their share of any monetary reward. While investigating the monster issue, however, the party has the chance to befriend/save/negotiate the withdrawal of the creatures rather than killing them. Acting in this manner will negate the offers above, but will present some other form of reward to the PCs (alliance, treasure map, secret knowledge, whatever). Or the party may be able to discover that part of the theocracy is responsible for the introduction of the monsters into the capital and has to figure out what to do with that information -- anything from turn them in, confront them themselves, attempt to blackmail them, or ally with them. [/QUOTE]
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