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I wanna get back on the railroad
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<blockquote data-quote="Remathilis" data-source="post: 4782308" data-attributes="member: 7635"><p>In my opinion, 4e got this part right.</p><p></p><p>Ask each player, at char-gen (or in your case, NOW) the following three questions...</p><p></p><p>1.) What made them want to be an adventurer? (This can be a detailed background or simply "it seemed like fun")</p><p>2.) What goals does your character seek? (fame, glory, honor, justice, love, power, revenge, etc?)</p><p>3.) Where do you see this character at 20th level? (This is the capstone question; does the PC seek an empire, ancient forgotten lore, personally serving his god, founding a thieves guild, settling down with a family, or conquering the lands around him to rule under an Iron Fist). </p><p></p><p>The first question is where the PCs have been. The second is where they are now, the third is where they want to be. Some player's won't give you anything worthwhile; that's ok. Those that do, start sprinkling your game with clues, plots, mysteries, and events that further these elements. An old rival returns to settle the score, a rumor of the PC's target of vengeance in town, a chance meeting with a lovely elf-damsel, or a chance to become commander of a lonely keep on the borderlands. </p><p></p><p>Now, weave these plots in between your Goodman Modules (oh, and grab some Necromancer & Paizo ones while you're at it, shameless plug). I typically go for every full module, I try to run the next few sessions revolving around a PC (or more, if some share similar goals or interests.) I also use these "home" games to further the plot and pad levels so they are ready for the next module I wish to run. </p><p></p><p>And sometimes players will ignore the Palace of Unspeakable Ickyness to explore a tangent plot (the six-fingered man IS here, lets search the town!) have a few stock encounters (or shamelessly rip them from unused modules) and some RP opportunities, then glide them back on track (the six-fingered man's goons said he went to the Palace of Unspeakable Ickyness to find the sword of doom! We must stop him!)</p><p></p><p>The trick is to communicate this before you play; you want some cool adventures (modules) and they want to do their own things, so you compromise and everyone wins.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 4782308, member: 7635"] In my opinion, 4e got this part right. Ask each player, at char-gen (or in your case, NOW) the following three questions... 1.) What made them want to be an adventurer? (This can be a detailed background or simply "it seemed like fun") 2.) What goals does your character seek? (fame, glory, honor, justice, love, power, revenge, etc?) 3.) Where do you see this character at 20th level? (This is the capstone question; does the PC seek an empire, ancient forgotten lore, personally serving his god, founding a thieves guild, settling down with a family, or conquering the lands around him to rule under an Iron Fist). The first question is where the PCs have been. The second is where they are now, the third is where they want to be. Some player's won't give you anything worthwhile; that's ok. Those that do, start sprinkling your game with clues, plots, mysteries, and events that further these elements. An old rival returns to settle the score, a rumor of the PC's target of vengeance in town, a chance meeting with a lovely elf-damsel, or a chance to become commander of a lonely keep on the borderlands. Now, weave these plots in between your Goodman Modules (oh, and grab some Necromancer & Paizo ones while you're at it, shameless plug). I typically go for every full module, I try to run the next few sessions revolving around a PC (or more, if some share similar goals or interests.) I also use these "home" games to further the plot and pad levels so they are ready for the next module I wish to run. And sometimes players will ignore the Palace of Unspeakable Ickyness to explore a tangent plot (the six-fingered man IS here, lets search the town!) have a few stock encounters (or shamelessly rip them from unused modules) and some RP opportunities, then glide them back on track (the six-fingered man's goons said he went to the Palace of Unspeakable Ickyness to find the sword of doom! We must stop him!) The trick is to communicate this before you play; you want some cool adventures (modules) and they want to do their own things, so you compromise and everyone wins. [/QUOTE]
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