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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: 6725500" data-attributes="member: 6801286"><p>This is a big error in thinking. There's no clearly marked path called "plot" nor a marked area called "not plot" in my campaigns. The players didn't decide to move away from the plot. They decided to explore. Plot is everywhere, always. What sort of plot they encounter, depends on where they go, but there will always be plot.</p><p></p><p>So they didn't decide to leave the plot behind at all. Because there aren't any clearly marked plot paths. They could stumble on bits of plot anywhere, because as a storyteller I fill in the blanks of where they decide to go. I just choose to not introduce only none-plot related things. If possible, I make everything I introduce make sense, and ensure that it is some how related to other things in the story.</p><p></p><p></p><p></p><p>What I do is completely adapt the story to what ever choice was made. Maybe the wizard at the beach watches over the sea, and has an army of giant crabs at his command? Maybe the wizard in the forest is actually a druid, who warns them of the dangers of the nearby forest, but offers to help them pass through safely, if they do something for him.</p><p></p><p>So it isn't a matter of simply adding a bit of color. Everything about the tower/dungeon/npc can change depending on where I decide to move it. And there may be other details apart from just the tower, that the players will have to deal with. The tower in this example, is just one thing that I may want to introduce into the story. Its not a matter of forcing the players to visit the tower, but a case of finding a proper moment to introduce part of the plot (which can happen anywhere).</p></blockquote><p></p>
[QUOTE="Imaculata, post: 6725500, member: 6801286"] This is a big error in thinking. There's no clearly marked path called "plot" nor a marked area called "not plot" in my campaigns. The players didn't decide to move away from the plot. They decided to explore. Plot is everywhere, always. What sort of plot they encounter, depends on where they go, but there will always be plot. So they didn't decide to leave the plot behind at all. Because there aren't any clearly marked plot paths. They could stumble on bits of plot anywhere, because as a storyteller I fill in the blanks of where they decide to go. I just choose to not introduce only none-plot related things. If possible, I make everything I introduce make sense, and ensure that it is some how related to other things in the story. What I do is completely adapt the story to what ever choice was made. Maybe the wizard at the beach watches over the sea, and has an army of giant crabs at his command? Maybe the wizard in the forest is actually a druid, who warns them of the dangers of the nearby forest, but offers to help them pass through safely, if they do something for him. So it isn't a matter of simply adding a bit of color. Everything about the tower/dungeon/npc can change depending on where I decide to move it. And there may be other details apart from just the tower, that the players will have to deal with. The tower in this example, is just one thing that I may want to introduce into the story. Its not a matter of forcing the players to visit the tower, but a case of finding a proper moment to introduce part of the plot (which can happen anywhere). [/QUOTE]
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How Do You Get Your Players To Stay On An Adventure Path?
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