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How can I keep my players guessing?
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<blockquote data-quote="transcendation" data-source="post: 3579568" data-attributes="member: 52234"><p>How do you keep the plot interesting?</p><p></p><p>One thing I use is politics.</p><p></p><p>Politics provide gray areas. So the DM can avoid the stereotyping affect that alignment usually has on the game.</p><p></p><p>And one of the greatest tools of politics, even in a make-believe world, is the treaty.</p><p></p><p>You can introduce the most bizarre laws in the guise of a treaty.</p><p></p><p>A treaty may protect evil visitors from another country.</p><p></p><p>A treaty may provide for the death penalty for violators of the treaty.</p><p></p><p>Etc.</p><p></p><p>Thus treaties may provide a twisty turny path for plots. The best kind, in my opinion.</p><p></p><p>Do you have any other ideas, of bizarre laws to add, or other ways to keep the plot interesting, like specific plot twists, etc.?</p><p></p><p>I haven't spoofed my players lately. Have you?</p><p></p><p>transcendation</p></blockquote><p></p>
[QUOTE="transcendation, post: 3579568, member: 52234"] How do you keep the plot interesting? One thing I use is politics. Politics provide gray areas. So the DM can avoid the stereotyping affect that alignment usually has on the game. And one of the greatest tools of politics, even in a make-believe world, is the treaty. You can introduce the most bizarre laws in the guise of a treaty. A treaty may protect evil visitors from another country. A treaty may provide for the death penalty for violators of the treaty. Etc. Thus treaties may provide a twisty turny path for plots. The best kind, in my opinion. Do you have any other ideas, of bizarre laws to add, or other ways to keep the plot interesting, like specific plot twists, etc.? I haven't spoofed my players lately. Have you? transcendation [/QUOTE]
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