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<blockquote data-quote="Tobold Hornblower" data-source="post: 678971" data-attributes="member: 395"><p>I'm with him on that. If your plot hook tells the players they must go South to save the world, and they decide to go North and plunder dragon hordes, there isn't much you can do, short of ending the game or making the players feel like little pawns in your big story. Of course, if this one player goes North while the other players go South, you can't be expected to run a separate game just for the guy who can't stay with the party. Or if he acts in a way to change his alignment to evil in your no-evil players game, then he needs to make a new character.</p><p></p><p>Keep your story more flexible. Let them go and do what they will. You can decide what's they find there and what the consequences are. Make it so that wherever they go, you're essential plot devices are there waiting.</p></blockquote><p></p>
[QUOTE="Tobold Hornblower, post: 678971, member: 395"] I'm with him on that. If your plot hook tells the players they must go South to save the world, and they decide to go North and plunder dragon hordes, there isn't much you can do, short of ending the game or making the players feel like little pawns in your big story. Of course, if this one player goes North while the other players go South, you can't be expected to run a separate game just for the guy who can't stay with the party. Or if he acts in a way to change his alignment to evil in your no-evil players game, then he needs to make a new character. Keep your story more flexible. Let them go and do what they will. You can decide what's they find there and what the consequences are. Make it so that wherever they go, you're essential plot devices are there waiting. [/QUOTE]
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