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*Dungeons & Dragons
PC sacrifice encounter
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<blockquote data-quote="Unwise" data-source="post: 6242648" data-attributes="member: 98008"><p>That sounds great. I love it when PCs and DMs are on the same page about where they want the story to go.</p><p></p><p>I don't think we thought you were looking to erode the PCs choice, I just meant that it is also really important to not just give the player choice, but be seen to give them choice. I just meant that it could have <u>seemed </u>as if the death was the ends not the means, not that it was. It sounds like you have nailed it though, giving players opportunities for closure is awesome.</p><p></p><p>I have run games before where my players felt that they were breaking the game if they did X instead of Y. I was perfectly prepared for them to do either, but they did not feel that way. Thus I made an open campaign feel railroaded. I had given them choice, but had not appeared to do so. On the flip side, I have got good at not giving them choice at all, but making them feel as if they have had some. My players tend to get paralyzed by indecision and are not as pro-active as I would like, so that technique is often useful.</p></blockquote><p></p>
[QUOTE="Unwise, post: 6242648, member: 98008"] That sounds great. I love it when PCs and DMs are on the same page about where they want the story to go. I don't think we thought you were looking to erode the PCs choice, I just meant that it is also really important to not just give the player choice, but be seen to give them choice. I just meant that it could have [U]seemed [/U]as if the death was the ends not the means, not that it was. It sounds like you have nailed it though, giving players opportunities for closure is awesome. I have run games before where my players felt that they were breaking the game if they did X instead of Y. I was perfectly prepared for them to do either, but they did not feel that way. Thus I made an open campaign feel railroaded. I had given them choice, but had not appeared to do so. On the flip side, I have got good at not giving them choice at all, but making them feel as if they have had some. My players tend to get paralyzed by indecision and are not as pro-active as I would like, so that technique is often useful. [/QUOTE]
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