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One Thing You Can Do to Become a Better DM
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<blockquote data-quote="Imperialus" data-source="post: 5411560" data-attributes="member: 893"><p>Assume that their plans work.</p><p></p><p>To me at least there is nothing more frustrating than knowing what your goal is, and trying to get there but constantly having roadblocks thrown up at you until you somehow stumble across the magic 'right' way to get from A-B. When you do figure it out there's no sense of accomplishment, just relief that the pain is finally over. </p><p></p><p>If the players throw something at you that is unexpected (and makes some degree of sense) have that magically be the "right plan". You might have to move things around a bit but they don't have to know that.</p><p></p><p>For example, I was running Ghost Cartels for my Shadowrun Group. Towards the end of the first 'chapter' there is supposed to be a (pretty epic) firefight in a downtown parking garage. Now I have managed to instill a proper sense of fear of the police in my players so they weren't too keen on getting into a running gun battle in the middle of Seattle. Instead they let their target get kidnapped and planned to follow him and extract him somewhere quieter. Now technically speaking they were supposed to fail the adventure at this point, but instead I let them trail their target to an abandoned shopping mall in the barrens and assault it from there. The cops still showed up (the target individual was high priority and they were trailing him too) but they were able to bring a gang that they had allied with into the mix to keep the HTRT's occupied while they dealt with the Yakuza holed up in the mall.</p></blockquote><p></p>
[QUOTE="Imperialus, post: 5411560, member: 893"] Assume that their plans work. To me at least there is nothing more frustrating than knowing what your goal is, and trying to get there but constantly having roadblocks thrown up at you until you somehow stumble across the magic 'right' way to get from A-B. When you do figure it out there's no sense of accomplishment, just relief that the pain is finally over. If the players throw something at you that is unexpected (and makes some degree of sense) have that magically be the "right plan". You might have to move things around a bit but they don't have to know that. For example, I was running Ghost Cartels for my Shadowrun Group. Towards the end of the first 'chapter' there is supposed to be a (pretty epic) firefight in a downtown parking garage. Now I have managed to instill a proper sense of fear of the police in my players so they weren't too keen on getting into a running gun battle in the middle of Seattle. Instead they let their target get kidnapped and planned to follow him and extract him somewhere quieter. Now technically speaking they were supposed to fail the adventure at this point, but instead I let them trail their target to an abandoned shopping mall in the barrens and assault it from there. The cops still showed up (the target individual was high priority and they were trailing him too) but they were able to bring a gang that they had allied with into the mix to keep the HTRT's occupied while they dealt with the Yakuza holed up in the mall. [/QUOTE]
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