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<blockquote data-quote="Knightcrawler" data-source="post: 1303664" data-attributes="member: 5097"><p>I use what I give them as a framework so that I can work on making a better story. If the framework is setup I have to worry about the details less. If I know that X NPC acts in a certain way and has a certain relationship with a player then when the party runs into X NPC I know exactly how that NPC will react. Also if the party goes into Y tavern I know what side-plots can be followed. </p><p></p><p>For example: Y tavern has a secret room that is a saferoom for the local thieves guild, a childhood enemy of one of the characters also frequents the same tavern, and an important contact that the party needs to solve an important meta-plot point is also there. If the party just goes in for drinks then there's a possibility that nothing happens but they might also run into the chracters childhood enemy thus starting a side-plot that could keep them busy for several sessions. If they start trying to gather information they could find their needed contact but they could also bring themselves to the attention of the thieves guild. And if the characters have been involved in foiling the thieves guild and hunting them down just them being at that particular tavern could get the party into trouble.</p><p></p><p>Now like I said, I never made my players read the material I gave them. THey can just quickly look it up if they need to. It also sets up that a player might forget of miss something that would help the party just like they would in real life. Now this is also why I have update handouts at the beginning of each session. If something important is occuring I'll be sure and remind the players of this. This has worked very well for me through several campaigns and my players have never complained about it. In fact I am usually told that my campaigns are some of the best ones that they have ever played in.</p><p></p><p>I look at it this way. Its more a matter of personal taste. Some people work better off-the-cuff with no preparation what so ever. Then some like to be prepared. Each uses what works best for their game and their players.</p></blockquote><p></p>
[QUOTE="Knightcrawler, post: 1303664, member: 5097"] I use what I give them as a framework so that I can work on making a better story. If the framework is setup I have to worry about the details less. If I know that X NPC acts in a certain way and has a certain relationship with a player then when the party runs into X NPC I know exactly how that NPC will react. Also if the party goes into Y tavern I know what side-plots can be followed. For example: Y tavern has a secret room that is a saferoom for the local thieves guild, a childhood enemy of one of the characters also frequents the same tavern, and an important contact that the party needs to solve an important meta-plot point is also there. If the party just goes in for drinks then there's a possibility that nothing happens but they might also run into the chracters childhood enemy thus starting a side-plot that could keep them busy for several sessions. If they start trying to gather information they could find their needed contact but they could also bring themselves to the attention of the thieves guild. And if the characters have been involved in foiling the thieves guild and hunting them down just them being at that particular tavern could get the party into trouble. Now like I said, I never made my players read the material I gave them. THey can just quickly look it up if they need to. It also sets up that a player might forget of miss something that would help the party just like they would in real life. Now this is also why I have update handouts at the beginning of each session. If something important is occuring I'll be sure and remind the players of this. This has worked very well for me through several campaigns and my players have never complained about it. In fact I am usually told that my campaigns are some of the best ones that they have ever played in. I look at it this way. Its more a matter of personal taste. Some people work better off-the-cuff with no preparation what so ever. Then some like to be prepared. Each uses what works best for their game and their players. [/QUOTE]
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