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How do you surprise your players?
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<blockquote data-quote="Imaculata" data-source="post: 7419658" data-attributes="member: 6801286"><p>With combat, I surprise my players by having opponents appear from directions they don't expect (from underwater, or dropping from the ceiling). And I throw in unexpected environmental conditions that complicate the fight. One time I even had a group of camouflaged lizard men waiting to jump the players in a tavern (they had a sort of chameleon-type skin).</p><p></p><p>With the narrative, I usually throw in some red herrings; preferably plot points that I know are likely to draw them in, hook line and sinker. I know there are some kinds of plots that they really can get invested to, and can easily lead them to draw wrong conclusions. Bad guys may turn out to be good guys after all, and then turn on them again when they least expect it. Good guys can also turn out to be villains, but maybe their motives are not so black and white, and they gain sympathy from the players. A recurring villain may suddenly do a heel turn, and an abandoned quest may have a follow up that has dire consequences.</p><p></p><p>For example, for my next session I have a plot planned where a local pirate lord is suspected by his own people to be up to no good. There are various clues that make him highly suspicious, and the players will be asked to investigate the manner. I originally intended for this guy to be a villain, until yesterday, when I came up with a much better plot in which he is more of a gray character. So I scrapped his original motivation, and came up with a much more compelling one, which also makes him a far more interesting character. The plot has multiple surprises in store for the players, which I will try to connect with various side quests as well.</p><p></p><p>I think that last bit is quite crucial, upon further reflection. By tying hints (and red herrings) directly into side-stories, it not only makes it one whole interconnected story, but it allows me to sprinkle various plot hooks and red herrings in places where the players would not expect it. They may be chasing down side quest 1 and 2, when they stumble upon hints and red herrings regarding the main plot, that bring them back on course. That way you not only steer them back towards the main plot, but you can also sprinkle their road with tiny surprises and remarkable discoveries.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7419658, member: 6801286"] With combat, I surprise my players by having opponents appear from directions they don't expect (from underwater, or dropping from the ceiling). And I throw in unexpected environmental conditions that complicate the fight. One time I even had a group of camouflaged lizard men waiting to jump the players in a tavern (they had a sort of chameleon-type skin). With the narrative, I usually throw in some red herrings; preferably plot points that I know are likely to draw them in, hook line and sinker. I know there are some kinds of plots that they really can get invested to, and can easily lead them to draw wrong conclusions. Bad guys may turn out to be good guys after all, and then turn on them again when they least expect it. Good guys can also turn out to be villains, but maybe their motives are not so black and white, and they gain sympathy from the players. A recurring villain may suddenly do a heel turn, and an abandoned quest may have a follow up that has dire consequences. For example, for my next session I have a plot planned where a local pirate lord is suspected by his own people to be up to no good. There are various clues that make him highly suspicious, and the players will be asked to investigate the manner. I originally intended for this guy to be a villain, until yesterday, when I came up with a much better plot in which he is more of a gray character. So I scrapped his original motivation, and came up with a much more compelling one, which also makes him a far more interesting character. The plot has multiple surprises in store for the players, which I will try to connect with various side quests as well. I think that last bit is quite crucial, upon further reflection. By tying hints (and red herrings) directly into side-stories, it not only makes it one whole interconnected story, but it allows me to sprinkle various plot hooks and red herrings in places where the players would not expect it. They may be chasing down side quest 1 and 2, when they stumble upon hints and red herrings regarding the main plot, that bring them back on course. That way you not only steer them back towards the main plot, but you can also sprinkle their road with tiny surprises and remarkable discoveries. [/QUOTE]
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