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General Tabletop Discussion
*TTRPGs General
Mechanics of foretelling the future
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<blockquote data-quote="Janx" data-source="post: 5977129" data-attributes="member: 8835"><p>pretty good advice. Each of those elements would be useful to know and is probable to encounter if the PCs are actively pursuing the plot hook.</p><p></p><p>you may say there is bad weather on the road, and the PCs find a way to bypass it, but they will see that as the prophecy giving them a future to avoid.</p><p></p><p>When they do meet an NPC who fits the description of helpful old man, they will assume it is the guy and trust him, thereby minimizing the usual NPC distrust conversation lag</p><p></p><p>When they meet the villain wielding the very sword you said he would (because it was on his character sheet), they'll see that as confirmation of the prophecy as well.</p><p></p><p>It's not rocket surgery.</p><p></p><p>though it might not be simplifiable to game mechanics.</p><p></p><p>I would avoid showing definitive outcomes, like the bad guy dies by having PC#1's blad plunged into his heart, as that might not be how he actually dies. But showing elements of the encounter will inform the party what they will face without declaring the final outcome.</p></blockquote><p></p>
[QUOTE="Janx, post: 5977129, member: 8835"] pretty good advice. Each of those elements would be useful to know and is probable to encounter if the PCs are actively pursuing the plot hook. you may say there is bad weather on the road, and the PCs find a way to bypass it, but they will see that as the prophecy giving them a future to avoid. When they do meet an NPC who fits the description of helpful old man, they will assume it is the guy and trust him, thereby minimizing the usual NPC distrust conversation lag When they meet the villain wielding the very sword you said he would (because it was on his character sheet), they'll see that as confirmation of the prophecy as well. It's not rocket surgery. though it might not be simplifiable to game mechanics. I would avoid showing definitive outcomes, like the bad guy dies by having PC#1's blad plunged into his heart, as that might not be how he actually dies. But showing elements of the encounter will inform the party what they will face without declaring the final outcome. [/QUOTE]
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