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Introducing Complications Without Forcing Players to Play the "Mother May I?" Game
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<blockquote data-quote="Lanefan" data-source="post: 7563137" data-attributes="member: 29398"><p>This is cool - you'll allow them to throw curveballs at you and be ready and willing to hit them if-when they do. Nice. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I don't know how in-depth your table gets when it comes to such things, but my response to this would probably be something like:</p><p></p><p>"You bet there is! We need to set ourselves up a safe house of some sort, as a place to meet and - if necessary - hide. I'd also like to make contact with [goodly temple xxx] and see if there's any chance of having them watch our backs and-or provide us some cover. And what's the story with Sultan Pashka who runs the town - is he on the take from the gang? In other words, can we count on any support at all from the town guards should we need it? Oh, and we need to pay our ship captain to keep her in dock, ready to sail at any time, in case we need a quick getaway."</p><p></p><p>And then, were it me playing, I'd want to get into detail about how we set up the safe house, where it is, what special defenses we put into it, what it all costs, and so on (probably to the point of drawing out floor plans on paper); then I'd want to role-play making contact with the temple; and all the while be on the lookout for spies and observers as we walk the streets.</p><p></p><p>Which means you don't have "the next scene" already in mind - good. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Where oftentimes I don't mind them asking "can I do this?", as "this" frequently encompasses something I simply didn't think of. (a simple example would be my "can we hope for any help from the town guard" question above; it's not your fault you didn't think of this in your description, but it's worth knowing from our perspective)</p><p></p><p>I also - when I'm doing it right - try to look a few moves ahead and run some what-ifs through my mind, particularly in a case like the city-adventure example we're using where there's potentially a load of moving parts behind the scenes. And the dice will steer me in certain directions too. </p><p></p><p>(an example from an old game of mine: a party NPC had stolen a bunch of party treasure and fled overseas to another city, not knowing the party had access to both means of vaguely locating her and fast transport to get there. What I'd set up to be a manhunt in a foreign city [as a means of introducing that city as a site for further adventuring] was blown apart when the party arrived at the dock and - due to some exceptionally lucky rolling - ran right into her as soon as they got off the ship! So much for that idea...)</p><p></p><p>Lan-"and then, inevitably, the PCs do something completely off the wall and make all that thinking redundant"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7563137, member: 29398"] This is cool - you'll allow them to throw curveballs at you and be ready and willing to hit them if-when they do. Nice. :) I don't know how in-depth your table gets when it comes to such things, but my response to this would probably be something like: "You bet there is! We need to set ourselves up a safe house of some sort, as a place to meet and - if necessary - hide. I'd also like to make contact with [goodly temple xxx] and see if there's any chance of having them watch our backs and-or provide us some cover. And what's the story with Sultan Pashka who runs the town - is he on the take from the gang? In other words, can we count on any support at all from the town guards should we need it? Oh, and we need to pay our ship captain to keep her in dock, ready to sail at any time, in case we need a quick getaway." And then, were it me playing, I'd want to get into detail about how we set up the safe house, where it is, what special defenses we put into it, what it all costs, and so on (probably to the point of drawing out floor plans on paper); then I'd want to role-play making contact with the temple; and all the while be on the lookout for spies and observers as we walk the streets. Which means you don't have "the next scene" already in mind - good. :) Where oftentimes I don't mind them asking "can I do this?", as "this" frequently encompasses something I simply didn't think of. (a simple example would be my "can we hope for any help from the town guard" question above; it's not your fault you didn't think of this in your description, but it's worth knowing from our perspective) I also - when I'm doing it right - try to look a few moves ahead and run some what-ifs through my mind, particularly in a case like the city-adventure example we're using where there's potentially a load of moving parts behind the scenes. And the dice will steer me in certain directions too. (an example from an old game of mine: a party NPC had stolen a bunch of party treasure and fled overseas to another city, not knowing the party had access to both means of vaguely locating her and fast transport to get there. What I'd set up to be a manhunt in a foreign city [as a means of introducing that city as a site for further adventuring] was blown apart when the party arrived at the dock and - due to some exceptionally lucky rolling - ran right into her as soon as they got off the ship! So much for that idea...) Lan-"and then, inevitably, the PCs do something completely off the wall and make all that thinking redundant"-efan [/QUOTE]
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