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How Do You Get Your Players To Stay On An Adventure Path?
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<blockquote data-quote="Celebrim" data-source="post: 6710050" data-attributes="member: 4937"><p>Oh they had more than that, they just didn't realize it. In a sense, both of the above choices were staying on the rails. They could have hopped right off at that point. They didn't even know about saving the world at the time. Off the top of my head.</p><p></p><p>"Screw this. I want vengeance on the man who marooned me. Let's go play pirates and kill that SOB."</p><p>"Screw railroads. I want to find my father. Supposedly he's been seen in the nation south of this one. Let's just go in that direction and see what happens."</p><p>"Rex loves dinosaur. Rex wants a dinosaur that shoots laser beams from his eyeballs. Let's find out where there are dinosaurs and go there."</p><p></p><p>None of that really came up because it was personal, and they were having fun on the rails. Getting off and forging your own path is risky and requires effort.</p><p></p><p>They would have had more options at that point, but at the time I didn't know how to manipulate the group as well as I do now. Most of the group is Self-Centered Ruthless (CN) in inclination - several definitely trend Belkar Bitterleaf CE and would go that way if a few other party members weren't playing the Roy and anchoring them to the heroic. </p><p></p><p>But ironically, the guys with yellow exclamation marks over their heads that they tend to admire and get along with the most are not benevolent tolerant sorts, but Lawful Evil manipulators. Cruel ruthless Lex Luthor types tend to repeatedly earn their admiration and even trust (even when that trust is decidedly not mutual). They love crime bosses. They get more offended by the guy that acts chivalrously than the guy that secretly poisons them before interrogating them, and then gives them the antidote afterwards when they've answered their questions satisfactorily. My initial attempts to associate the group with good aligned and noble mentor/quest giver figures failed spectacularly because the group so clearly wears their badge of amorality that scrupled types often end up deciding they are villains. So my initial attempts to associate them with someone that could give them insight into what was going on failed. People I thought would be allies became enemies, and they often end up de facto henchmen of some pretty not nice types. </p><p></p><p>Now if I need to insert expository dialogue or a new branching quest, I know just what sort of archetype to turn to. Not that it matters per se, as they tend to go, "I found rails. Let's go that way."</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6710050, member: 4937"] Oh they had more than that, they just didn't realize it. In a sense, both of the above choices were staying on the rails. They could have hopped right off at that point. They didn't even know about saving the world at the time. Off the top of my head. "Screw this. I want vengeance on the man who marooned me. Let's go play pirates and kill that SOB." "Screw railroads. I want to find my father. Supposedly he's been seen in the nation south of this one. Let's just go in that direction and see what happens." "Rex loves dinosaur. Rex wants a dinosaur that shoots laser beams from his eyeballs. Let's find out where there are dinosaurs and go there." None of that really came up because it was personal, and they were having fun on the rails. Getting off and forging your own path is risky and requires effort. They would have had more options at that point, but at the time I didn't know how to manipulate the group as well as I do now. Most of the group is Self-Centered Ruthless (CN) in inclination - several definitely trend Belkar Bitterleaf CE and would go that way if a few other party members weren't playing the Roy and anchoring them to the heroic. But ironically, the guys with yellow exclamation marks over their heads that they tend to admire and get along with the most are not benevolent tolerant sorts, but Lawful Evil manipulators. Cruel ruthless Lex Luthor types tend to repeatedly earn their admiration and even trust (even when that trust is decidedly not mutual). They love crime bosses. They get more offended by the guy that acts chivalrously than the guy that secretly poisons them before interrogating them, and then gives them the antidote afterwards when they've answered their questions satisfactorily. My initial attempts to associate the group with good aligned and noble mentor/quest giver figures failed spectacularly because the group so clearly wears their badge of amorality that scrupled types often end up deciding they are villains. So my initial attempts to associate them with someone that could give them insight into what was going on failed. People I thought would be allies became enemies, and they often end up de facto henchmen of some pretty not nice types. Now if I need to insert expository dialogue or a new branching quest, I know just what sort of archetype to turn to. Not that it matters per se, as they tend to go, "I found rails. Let's go that way." [/QUOTE]
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How Do You Get Your Players To Stay On An Adventure Path?
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