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How Do You Get Your Players To Stay On An Adventure Path?
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<blockquote data-quote="Imaculata" data-source="post: 6724239" data-attributes="member: 6801286"><p>I didn't say that it didn't matter entirely what direction they choose. I said that it doesn't matter in regards to where I want the plot to be. If they want to go on a wild adventure, and explore a mysterious island to the west, instead of the country to the east, then certainly that is an important choice. But if I intended for them to run into a notorious cruel pirate, then I can drop him in their path regardless of their choice. Does this make their choice completely useless? Obviously not. </p><p></p><p></p><p></p><p>I don't think neither you or your players would be able to notice the sort of plot juggling I generally do in a campaign. That is because whenever I place the plot anywhere, I then immediately adapt it on the spot, and connect it to other plot lines, as if it had always been there. </p><p></p><p><strong>For example:</strong></p><p></p><p>My players decided to ignore the plot at some point, and explore an island. I rolled some random encounters, and updated the map accordingly with what they encountered on their travels. They met some important npc's, and uncovered a mysterious ancient city built into the side of a cliff. With great caution they lowered themselves into the structure, and started exploring it. Since they reached this important location at the end of our session, this left enough time for me to design a dungeon for the next session.</p><p></p><p>They eventually reached the end of the dungeon, and had a boss battle with some giant spiders. The spiders were guarding a special room, with a coffin that was sealed shut with a spell. The players broke the spell, and opened the coffin, to find a young girl inside. She was meant as a vessel for one of the evil deities in the plot of my campaign, but now the players had disrupted this plan, and added the girl to their pirate crew. And there you go, the plot is picked up again. Its that simple.</p><p></p><p><strong>The players wanted to go off on an adventure, and do some dungeon crawling, and I delivered. Their reward was an important ally, and story progression. The story is in service of their adventures, and not the other way around.</strong></p><p><strong></strong></p><p><strong></strong>But there are far more ways in which this little field trip of theirs ties into the plot. They uncovered murals that revealed hints at future plot points, they foiled the plans of an evil deity that up till now had been in the background, and their new ally would become deeply involved in the plot later on.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 6724239, member: 6801286"] I didn't say that it didn't matter entirely what direction they choose. I said that it doesn't matter in regards to where I want the plot to be. If they want to go on a wild adventure, and explore a mysterious island to the west, instead of the country to the east, then certainly that is an important choice. But if I intended for them to run into a notorious cruel pirate, then I can drop him in their path regardless of their choice. Does this make their choice completely useless? Obviously not. I don't think neither you or your players would be able to notice the sort of plot juggling I generally do in a campaign. That is because whenever I place the plot anywhere, I then immediately adapt it on the spot, and connect it to other plot lines, as if it had always been there. [B]For example:[/B] My players decided to ignore the plot at some point, and explore an island. I rolled some random encounters, and updated the map accordingly with what they encountered on their travels. They met some important npc's, and uncovered a mysterious ancient city built into the side of a cliff. With great caution they lowered themselves into the structure, and started exploring it. Since they reached this important location at the end of our session, this left enough time for me to design a dungeon for the next session. They eventually reached the end of the dungeon, and had a boss battle with some giant spiders. The spiders were guarding a special room, with a coffin that was sealed shut with a spell. The players broke the spell, and opened the coffin, to find a young girl inside. She was meant as a vessel for one of the evil deities in the plot of my campaign, but now the players had disrupted this plan, and added the girl to their pirate crew. And there you go, the plot is picked up again. Its that simple. [B]The players wanted to go off on an adventure, and do some dungeon crawling, and I delivered. Their reward was an important ally, and story progression. The story is in service of their adventures, and not the other way around. [/B]But there are far more ways in which this little field trip of theirs ties into the plot. They uncovered murals that revealed hints at future plot points, they foiled the plans of an evil deity that up till now had been in the background, and their new ally would become deeply involved in the plot later on. [/QUOTE]
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How Do You Get Your Players To Stay On An Adventure Path?
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