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Help with giving my players choices that matter
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<blockquote data-quote="thethain" data-source="post: 7160134" data-attributes="member: 6874561"><p>When you are building your campaign. You should leave a lot of it open ended. Have actors who are working on actions, and maybe figure out one or two ways the players "Could" prevent the things. (Just make sure its possible). After that you should really let the players run their course. The easiest way for them to have meaningful impactful decisions is that multiple bad actors can complete their objectives at relatively the same time. If evil Prince is set to usurp the throne at the same time evil necromancer is set to enslave a village, the players have to make a decision. Do they sacrifice the town to prevent a civil war? Or maybe the players split up and each mini group has to attempt what was intended for a full group to accomplish. At higher levels this is more difficult as teleporting means you can deal with both scenarios if they are even a day apart from each other. Although if you have strict timelines this also intrinsically give the players a strong motivation to not "Stop for long rest" every time they feel a bit tuckered. An overly cautious party might enable both schemes to complete.</p></blockquote><p></p>
[QUOTE="thethain, post: 7160134, member: 6874561"] When you are building your campaign. You should leave a lot of it open ended. Have actors who are working on actions, and maybe figure out one or two ways the players "Could" prevent the things. (Just make sure its possible). After that you should really let the players run their course. The easiest way for them to have meaningful impactful decisions is that multiple bad actors can complete their objectives at relatively the same time. If evil Prince is set to usurp the throne at the same time evil necromancer is set to enslave a village, the players have to make a decision. Do they sacrifice the town to prevent a civil war? Or maybe the players split up and each mini group has to attempt what was intended for a full group to accomplish. At higher levels this is more difficult as teleporting means you can deal with both scenarios if they are even a day apart from each other. Although if you have strict timelines this also intrinsically give the players a strong motivation to not "Stop for long rest" every time they feel a bit tuckered. An overly cautious party might enable both schemes to complete. [/QUOTE]
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