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Need some DMing advice - trying to avoid the railroad
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<blockquote data-quote="Agback" data-source="post: 1210271" data-attributes="member: 5328"><p>G'day</p><p></p><p>You want to avoid the 'patron sends the PCs on a mission' trope, right? You want to leave the PCs with the illusion that they are taking the initiative.</p><p></p><p>Try this: the researcher comes to the PCs and asks them about the stone: "Where did they find it? Were there others like it there? Maybe four of different colours? No? Ah well, false alarm." If the PCs ask, he gives a brief description of the set of four stones he's interested in and describes why they are important.</p><p></p><p>The whole thing reminds me off a <em>Call of Cthulhu</em> campaign I played in once. In early adventures we PCs obtained two fragments of the R'lyeh Disk, and had a lot of trouble from cultists &c. trying to steal our pieces back. We discovered by one means and another that they wanted to disk so that they could raise R'lyeh and awaken Great Cthulhu. So I melted down our two pieces, mingled the gold with other gold, cast the mixture into small ingots and sold them to as wide a group of bullion dealers as I could manage. Then it turned out that the cultists didn't need the disk to raise R'lyeh, but that if we had had it we could have stopped them. Total World Destruction. The GM never did explain why he had put that misleading information in, nor why the cultists were so desperate to get our pieces of the disk given that they always had at least one, which was all it took to stop us. But that's one of the dangers with big-stakes occult adventures: if you give the players false information, and if they are imaginative and bright, they may well do unexpected things that seem ingenious but that turn into disaster.</p><p></p><p>Regards,</p><p></p><p></p><p>Agback</p></blockquote><p></p>
[QUOTE="Agback, post: 1210271, member: 5328"] G'day You want to avoid the 'patron sends the PCs on a mission' trope, right? You want to leave the PCs with the illusion that they are taking the initiative. Try this: the researcher comes to the PCs and asks them about the stone: "Where did they find it? Were there others like it there? Maybe four of different colours? No? Ah well, false alarm." If the PCs ask, he gives a brief description of the set of four stones he's interested in and describes why they are important. The whole thing reminds me off a [i]Call of Cthulhu[/i] campaign I played in once. In early adventures we PCs obtained two fragments of the R'lyeh Disk, and had a lot of trouble from cultists &c. trying to steal our pieces back. We discovered by one means and another that they wanted to disk so that they could raise R'lyeh and awaken Great Cthulhu. So I melted down our two pieces, mingled the gold with other gold, cast the mixture into small ingots and sold them to as wide a group of bullion dealers as I could manage. Then it turned out that the cultists didn't need the disk to raise R'lyeh, but that if we had had it we could have stopped them. Total World Destruction. The GM never did explain why he had put that misleading information in, nor why the cultists were so desperate to get our pieces of the disk given that they always had at least one, which was all it took to stop us. But that's one of the dangers with big-stakes occult adventures: if you give the players false information, and if they are imaginative and bright, they may well do unexpected things that seem ingenious but that turn into disaster. Regards, Agback [/QUOTE]
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Need some DMing advice - trying to avoid the railroad
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