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*TTRPGs General
Providing Meaningful Choices?
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<blockquote data-quote="Pseudopsyche" data-source="post: 5185677" data-attributes="member: 54600"><p>Rechan, your question is quite broad, and I suspect you may be overthinking the issue. I suggest you try simply making some of your players' incidental decisions tougher. Provide incentives, reasons, and motivations to deviate from the expected course of action.</p><p></p><p>Example: the default action upon defeating a villain is to slay him. Why might the players spare her? Don't go too far: make it a decision they must feel out through their characters.</p><p></p><p>Example: the default action upon finding a quest item for a patron is to return it for the reward. Why might the players choose not to complete the quest?</p><p></p><p>In short, make their minor choices more interesting. Then show them the consequences of their actions later. These don't have to pertain to the direction of your overall plot. The spared villain might help them in a later encounter. Handing the Ancient Tome of Evil Magick to a patron might make the common folk mistrustful of them. The goal of these decision points isn't to determine the course of your story, it's to breathe life into your world.</p></blockquote><p></p>
[QUOTE="Pseudopsyche, post: 5185677, member: 54600"] Rechan, your question is quite broad, and I suspect you may be overthinking the issue. I suggest you try simply making some of your players' incidental decisions tougher. Provide incentives, reasons, and motivations to deviate from the expected course of action. Example: the default action upon defeating a villain is to slay him. Why might the players spare her? Don't go too far: make it a decision they must feel out through their characters. Example: the default action upon finding a quest item for a patron is to return it for the reward. Why might the players choose not to complete the quest? In short, make their minor choices more interesting. Then show them the consequences of their actions later. These don't have to pertain to the direction of your overall plot. The spared villain might help them in a later encounter. Handing the Ancient Tome of Evil Magick to a patron might make the common folk mistrustful of them. The goal of these decision points isn't to determine the course of your story, it's to breathe life into your world. [/QUOTE]
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