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Please help me understand my players.
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<blockquote data-quote="LostSoul" data-source="post: 768731" data-attributes="member: 386"><p>My advice? Run with it. The Players are handing you the ball, take it. Normally, games run the other way (the DM hands the Players the ball), but here it's the other way around.</p><p></p><p>So what do you do? Don't have anything written down in stone. Forget about "the mission". React to the PC's actions. When they decide to investigate something that's not on the right trail, come up with something that either connects back to the trail, or something completely different. If the PCs are gathering information in a bar, and they grab onto something, use that as the adventure hook. Maybe the barkeep is seeing a mistress. Make her a Succubus! Then have the PCs encounter her and fight her minions. Drop some plot hooks that you even you don't know where they will lead.</p><p></p><p>When they go looking for information, give it to them. Take the "drowning" incident. The NPC they took out to sea with them could easily have given them the same information the address note had. It wouldn't have affected the game much if they discovered what they needed to this way.</p><p></p><p>You might want to show up to the game, appearing prepared, but without any but the shortest of notes. Try running totally off the cuff and see what happens.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 768731, member: 386"] My advice? Run with it. The Players are handing you the ball, take it. Normally, games run the other way (the DM hands the Players the ball), but here it's the other way around. So what do you do? Don't have anything written down in stone. Forget about "the mission". React to the PC's actions. When they decide to investigate something that's not on the right trail, come up with something that either connects back to the trail, or something completely different. If the PCs are gathering information in a bar, and they grab onto something, use that as the adventure hook. Maybe the barkeep is seeing a mistress. Make her a Succubus! Then have the PCs encounter her and fight her minions. Drop some plot hooks that you even you don't know where they will lead. When they go looking for information, give it to them. Take the "drowning" incident. The NPC they took out to sea with them could easily have given them the same information the address note had. It wouldn't have affected the game much if they discovered what they needed to this way. You might want to show up to the game, appearing prepared, but without any but the shortest of notes. Try running totally off the cuff and see what happens. [/QUOTE]
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