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*Pathfinder & Starfinder
How Do You Get Your Players To Stay On An Adventure Path?
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<blockquote data-quote="delericho" data-source="post: 6710017" data-attributes="member: 22424"><p>Indeed. I didn't want to write a several-thousand-word essay, so I simplified. <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>I've never played with a single group that wouldn't choose to carry on in that situation. Having come this far, they're invested in that course of action, so they'll see it to conclusion.</p><p></p><p>A better dilemma would be to offer them a time-limited chance to pursue that lead back in town (that is, go now or lose the chance forever), or raise some imminent threat back in the town that needs their attention, or something of that sort.</p><p></p><p>And, of course, more choices than two would be even better still - the optimum is somewhere around 5-7 well differentiated options, though of course that's seldom a realistic target. <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>That's why I said "imperfect information" and not "no information" - they need some information so they can differentiate the choices, but they should also be left with some doubt so they find the objectively-best solution.</p><p></p><p>It's like any of those forms of poker where you can see some, but not all, of the cards your opponents can play with - they might have a winning combination or they might be bluffing, and it's not obvious either way. But you have <em>some</em> information - you can know the odds of some combinations coming out, you can <em>maybe</em> read an opponent's 'tell', and you may know how they've handled this before. So, what do you want to do?</p></blockquote><p></p>
[QUOTE="delericho, post: 6710017, member: 22424"] Indeed. I didn't want to write a several-thousand-word essay, so I simplified. :) I've never played with a single group that wouldn't choose to carry on in that situation. Having come this far, they're invested in that course of action, so they'll see it to conclusion. A better dilemma would be to offer them a time-limited chance to pursue that lead back in town (that is, go now or lose the chance forever), or raise some imminent threat back in the town that needs their attention, or something of that sort. And, of course, more choices than two would be even better still - the optimum is somewhere around 5-7 well differentiated options, though of course that's seldom a realistic target. :) That's why I said "imperfect information" and not "no information" - they need some information so they can differentiate the choices, but they should also be left with some doubt so they find the objectively-best solution. It's like any of those forms of poker where you can see some, but not all, of the cards your opponents can play with - they might have a winning combination or they might be bluffing, and it's not obvious either way. But you have [i]some[/i] information - you can know the odds of some combinations coming out, you can [i]maybe[/i] read an opponent's 'tell', and you may know how they've handled this before. So, what do you want to do? [/QUOTE]
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How Do You Get Your Players To Stay On An Adventure Path?
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