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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="Bawylie" data-source="post: 6710969" data-attributes="member: 6776133"><p>You don't need to do anything different at all. </p><p></p><p>An adventure path is basically a master plan for the baddies laid out. If the players don't take action to stop the baddies, then they win. And maybe the game is over. </p><p></p><p>But if your players are engaged and take one of the hooks you've dropped, they'll get on board with stopping the baddies. </p><p></p><p>Mostly, they'll go along within an expected range of behavior and action. But who cares if they don't? You don't need to force them back to where the adventure says they need to be. </p><p></p><p>So I guess ultimately the AP is a tool. And you use as much or as little of it as you need in response to the players' initiative. When I use them (fairly rarely), the first thing I do is dig in, find out the baddies' agenda, and rip the rest into components. If they're getting near something the AP wrote, I'll put it there for them to interact with. If not, nbd, I can chuck it. </p><p></p><p>And if they all go home or decide the major conflict isn't important, then the game is over and we'll play something else they ARE interested in. </p><p></p><p>That said, I don't think I've ever had to force or corral a player to do anything in a campaign. I've run more direct one-shots, wherein I give win/loss conditions and challenge the players to complete it, but that's just a different mode of play.</p></blockquote><p></p>
[QUOTE="Bawylie, post: 6710969, member: 6776133"] You don't need to do anything different at all. An adventure path is basically a master plan for the baddies laid out. If the players don't take action to stop the baddies, then they win. And maybe the game is over. But if your players are engaged and take one of the hooks you've dropped, they'll get on board with stopping the baddies. Mostly, they'll go along within an expected range of behavior and action. But who cares if they don't? You don't need to force them back to where the adventure says they need to be. So I guess ultimately the AP is a tool. And you use as much or as little of it as you need in response to the players' initiative. When I use them (fairly rarely), the first thing I do is dig in, find out the baddies' agenda, and rip the rest into components. If they're getting near something the AP wrote, I'll put it there for them to interact with. If not, nbd, I can chuck it. And if they all go home or decide the major conflict isn't important, then the game is over and we'll play something else they ARE interested in. That said, I don't think I've ever had to force or corral a player to do anything in a campaign. I've run more direct one-shots, wherein I give win/loss conditions and challenge the players to complete it, but that's just a different mode of play. [/QUOTE]
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Community
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How Do You Get Your Players To Stay On An Adventure Path?
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