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Players choose what their PCs do . . .
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<blockquote data-quote="Lanefan" data-source="post: 7638476" data-attributes="member: 29398"><p>Er...are you referring here to the specific example I gave* or asking an in-general question?</p><p></p><p>* - in my example my actions had nothing to do with putting them at risk; the challenge came later when I learned they were at risk and had to choose between family and duty.</p><p></p><p>Givan as a) my PC's family are in theory all NPCs, and b) NPCs are completely under the control of the GM, then obviously it's going to be up to the GM to determine (in whatever ways and means he might use) how my family reacts to any of this, and-or to me should I ever find and-or rescue them.</p><p></p><p>There is a fininte amount of challenge in each individual challenge, if that makes sense; and avoiding one often just means getting to the next that much faster...but yes, at some point in the larger scheme of things avoiding or blowing through enough challenges will mean the players 'win' that mission rather cheaply (e.g. the princess is rescued in half a day without anyone taking a scratch; or (extreme example) the BBEG takes one look at the party and bends the knee before a word is spoken or a sword drawn). What everyone hoped would be a 3-session adventure just got blown away in a real-time hour...now what?</p><p></p><p>Exactly...provided that either the GM or the players or both still have ideas left.</p><p></p><p>What about the story of the story? Sure those particular PCs might have run their course (for now) but if there's still some story left what's stopping the players from bringing in new PCs with new characterizations etc. and carrying on - kinda like a sequel.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7638476, member: 29398"] Er...are you referring here to the specific example I gave* or asking an in-general question? * - in my example my actions had nothing to do with putting them at risk; the challenge came later when I learned they were at risk and had to choose between family and duty. Givan as a) my PC's family are in theory all NPCs, and b) NPCs are completely under the control of the GM, then obviously it's going to be up to the GM to determine (in whatever ways and means he might use) how my family reacts to any of this, and-or to me should I ever find and-or rescue them. There is a fininte amount of challenge in each individual challenge, if that makes sense; and avoiding one often just means getting to the next that much faster...but yes, at some point in the larger scheme of things avoiding or blowing through enough challenges will mean the players 'win' that mission rather cheaply (e.g. the princess is rescued in half a day without anyone taking a scratch; or (extreme example) the BBEG takes one look at the party and bends the knee before a word is spoken or a sword drawn). What everyone hoped would be a 3-session adventure just got blown away in a real-time hour...now what? Exactly...provided that either the GM or the players or both still have ideas left. What about the story of the story? Sure those particular PCs might have run their course (for now) but if there's still some story left what's stopping the players from bringing in new PCs with new characterizations etc. and carrying on - kinda like a sequel. [/QUOTE]
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