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General Tabletop Discussion
*TTRPGs General
Preparing when you have no idea what the PCs will do
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<blockquote data-quote="ExploderWizard" data-source="post: 5104427" data-attributes="member: 66434"><p>In these situations you generally know a few given things about the current situation:</p><p> </p><p>1) Where the PC's are. Knowing the starting location will give you an idea about where they could possibly go in a reasonable amount of time. Unless the party is super powerful and has access to instant travel nearly anywhere it should be easy to figure out how far they can travel in a session of play.</p><p> </p><p>2) Loose ends. The villain may have been stopped but there might be situations connected that are still in play. Sometimes it might be as simple as returning to the town to inform those in charge about everything that has happened, dispose of/convert loot, etc. This is the perfect chance to provide the next opportunities. </p><p> </p><p>3) The effects of the PC's actions. The recent actions of the adventuring party might have effects beyond the obvious ones. Some of these effects might trigger events that will become important later on. Some clues about these possible effects can be found at the beginning of the next session. Perhaps the big bad has a letter from a close relative that might want revenge? </p><p> </p><p>I find it helpful in these types of situations to always have some simple unassigned adventure hooks on deck and ready for a party that is looking for something new to latch onto. Some prepared stock encounter statblocks of varied type help also. Once the players show some interest in doing something I start developing the situation in more detail. Always having at least one full gaming session worth of unassigned ready to improv material is a great start.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5104427, member: 66434"] In these situations you generally know a few given things about the current situation: 1) Where the PC's are. Knowing the starting location will give you an idea about where they could possibly go in a reasonable amount of time. Unless the party is super powerful and has access to instant travel nearly anywhere it should be easy to figure out how far they can travel in a session of play. 2) Loose ends. The villain may have been stopped but there might be situations connected that are still in play. Sometimes it might be as simple as returning to the town to inform those in charge about everything that has happened, dispose of/convert loot, etc. This is the perfect chance to provide the next opportunities. 3) The effects of the PC's actions. The recent actions of the adventuring party might have effects beyond the obvious ones. Some of these effects might trigger events that will become important later on. Some clues about these possible effects can be found at the beginning of the next session. Perhaps the big bad has a letter from a close relative that might want revenge? I find it helpful in these types of situations to always have some simple unassigned adventure hooks on deck and ready for a party that is looking for something new to latch onto. Some prepared stock encounter statblocks of varied type help also. Once the players show some interest in doing something I start developing the situation in more detail. Always having at least one full gaming session worth of unassigned ready to improv material is a great start. [/QUOTE]
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