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Players Bored Because of their own Playing Habits
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<blockquote data-quote="Dannyalcatraz" data-source="post: 1695120" data-attributes="member: 19675"><p>Another thing to do every once in a while is design an adventure that shakes things up.</p><p></p><p>By that, I mean that their usual actions don't have the usual effects. I'm not talking about hosing the players just to hose the players, but having the consequences of the party's actions have unusual results.</p><p></p><p>Some examples I have used in the past:</p><p></p><p>In a supers campaign, I had villians who had extremely low defenses puling a major bank heist. However, by power level, they were basically mundanes with some spiffy equipment. When the heroes went at them full-bore, they left bloody smears behind. The heroes were all of a sudden wanted for murder, and had to clear their names: the villains in question were actually sophisticated automatons- little better than robots with skin & blood. After that, the PCs took the time to assess the nature and power of their opponents before unloading. The one player that didn't learn that lesson later faced a clone of a known villain who was mentally deficient (think of the way Validus was written up in early DC Comics plots), so he was villified in the press for bitch slapping what was essentially a super-powered baby.</p><p></p><p>Another party in a RIFTS campaign tracked down and destroyed a powerful vampire...only to find he was the mayor of a town nearby. And yes, they did know he was a vampire. He got elected because he alone of the town's residents was powerful enough to hold off a powerful band of bandits (though he couldn't destroy them). After being tried for murder and found guilty, the party was sentenced to eradicate the bandits.</p><p></p><p>Instead of a drow raid, have the human kingdom raid a drow village for slaves. Why? So they can have a bunch of cheap, trained workers doing the basic work for enchanting items, that the kingdom then sells for great sums of gold- their main income is generated by sales magic items.</p><p></p><p>The kidnapped princess? She's actually posessed by a demon.</p><p></p><p>In other words, shake up YOUR adventure design, and you'll shake your players out of complacency. If something sounds like a cliche, jettison it! Do the opposite!</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 1695120, member: 19675"] Another thing to do every once in a while is design an adventure that shakes things up. By that, I mean that their usual actions don't have the usual effects. I'm not talking about hosing the players just to hose the players, but having the consequences of the party's actions have unusual results. Some examples I have used in the past: In a supers campaign, I had villians who had extremely low defenses puling a major bank heist. However, by power level, they were basically mundanes with some spiffy equipment. When the heroes went at them full-bore, they left bloody smears behind. The heroes were all of a sudden wanted for murder, and had to clear their names: the villains in question were actually sophisticated automatons- little better than robots with skin & blood. After that, the PCs took the time to assess the nature and power of their opponents before unloading. The one player that didn't learn that lesson later faced a clone of a known villain who was mentally deficient (think of the way Validus was written up in early DC Comics plots), so he was villified in the press for bitch slapping what was essentially a super-powered baby. Another party in a RIFTS campaign tracked down and destroyed a powerful vampire...only to find he was the mayor of a town nearby. And yes, they did know he was a vampire. He got elected because he alone of the town's residents was powerful enough to hold off a powerful band of bandits (though he couldn't destroy them). After being tried for murder and found guilty, the party was sentenced to eradicate the bandits. Instead of a drow raid, have the human kingdom raid a drow village for slaves. Why? So they can have a bunch of cheap, trained workers doing the basic work for enchanting items, that the kingdom then sells for great sums of gold- their main income is generated by sales magic items. The kidnapped princess? She's actually posessed by a demon. In other words, shake up YOUR adventure design, and you'll shake your players out of complacency. If something sounds like a cliche, jettison it! Do the opposite! [/QUOTE]
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