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I stink at winging it- HELP!
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<blockquote data-quote="The Shaman" data-source="post: 5232850" data-attributes="member: 26473"><p>I strongly disagree with this advice. For me this is actually a way of robbing players of making meaningful choices.</p><p></p><p>My bit of advice is to stop thinking in terms of plot or adventure but in terms of the game-world. Let the world react to the adventurers' actions. When they walk into town, try to put yourself in the shoes of the people of the town: what is the reaction of the guard on the town gate to the adventurers? the head of the local thieves' guild? the owner of the best inn in town? the burghers of the town council? the little beggar boy in the market?</p><p></p><p>And remember that each person holding a job may react differently: that guard may be easily bribed, or completely uncorruptible; lazy and disinterested in his work, or dedicated and observant; affable or gruff.</p><p></p><p>Motivations are the source of adventure, so motivate your npcs and monsters and adventures will present themselves.</p><p></p><p>This works with modules as well. Consider the classic <em>Village of Hommlet</em>. Say the adventurers spend a night in Hommlet and then decide to move on. You know what's happening at the moat house, and surely the villagers of Hommlet aren't the only ones to notice signs of the return of the cult. A merchant on the road - or the bodies of a merchant party - may point to increasing bandit activity. Other villagers may have their own stories about the strange doings in the area. Read the module, but use it as a tool to understand what's going on in the wider world, and use that information to inform those reactions.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 5232850, member: 26473"] I strongly disagree with this advice. For me this is actually a way of robbing players of making meaningful choices. My bit of advice is to stop thinking in terms of plot or adventure but in terms of the game-world. Let the world react to the adventurers' actions. When they walk into town, try to put yourself in the shoes of the people of the town: what is the reaction of the guard on the town gate to the adventurers? the head of the local thieves' guild? the owner of the best inn in town? the burghers of the town council? the little beggar boy in the market? And remember that each person holding a job may react differently: that guard may be easily bribed, or completely uncorruptible; lazy and disinterested in his work, or dedicated and observant; affable or gruff. Motivations are the source of adventure, so motivate your npcs and monsters and adventures will present themselves. This works with modules as well. Consider the classic [i]Village of Hommlet[/i]. Say the adventurers spend a night in Hommlet and then decide to move on. You know what's happening at the moat house, and surely the villagers of Hommlet aren't the only ones to notice signs of the return of the cult. A merchant on the road - or the bodies of a merchant party - may point to increasing bandit activity. Other villagers may have their own stories about the strange doings in the area. Read the module, but use it as a tool to understand what's going on in the wider world, and use that information to inform those reactions. [/QUOTE]
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