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*TTRPGs General
Providing Meaningful Choices?
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<blockquote data-quote="MrMyth" data-source="post: 5185731" data-attributes="member: 61155"><p>My approach is generally two-fold. First, try and plan out areas where the PCs could make meaningful choices. Secondly... when the PCs do something significant but unexpected, have it reflected in events down the road. </p><p> </p><p>Some examples. In my game, a primordial has been released and is trying to conquer everything, etc, etc. The PCs are working with an alliance of gods and other Powers opposed to the primordial. Many heroes have been recruited - and, thus, the PCs have the options of what missions to go on to combat the threat. They went on several, with a good deal of success. However, for various reasons, one mission just kept getting pushed off. Others always felt more important. When they finally went on it - it was too late. They salvaged things as best they could, but those they went to save had already been lost. Of course - if they hadn't done this mission last, perhaps some other one would have ended poorly. As it was, they had to prioritize what was most important, and deal with the fallout. </p><p> </p><p>Choice, and consequence.</p><p> </p><p>In a more immediate example, they recently decided they needed to consult with the Fate Weaver, a primal spirit with a great deal of wisdom and knowledge. They were able to figure out three possible ways to get to her domain, which existed in the space between the planes (where she weaves together the mortal world with the Feywild and the Shadowfell). </p><p> </p><p>They could: </p><p>-Wander the branches of the World Tree, a safe approach that could take quite a bit of time; </p><p>-Consult with the Norns, who have their own domain over fate and would know a way, but would likely demand a high price for the knowledge; or</p><p>-Try to go directly, by starting a planar crossing and then intentionally disrupting the ritual to tear open a rift in reality and get drawn into the space between the planes. </p><p> </p><p>They chose the last one, knowing it was the quickest approach, but also the most dangerous. Which meant they have gone into the following arc a bit the worse for wear - but they've also gotten there as quickly as possible, and without any strings attached, which may be more useful in the long run. </p><p> </p><p>On my part, it requires a bit more planning to have three approaches available - but not too much work (at least in 4E), and it allowed me to have them very directly make a choice and see the result. </p><p> </p><p>As a more long-term example of the decisions they make, at one point they (while having a captive enemy in tow) stumbled across the tomb of a dead demon lord. They were tricked into defeating the guardian of the tomb - but realized in time what was inside, and drove away the spirits trying to wake the dead demon lord. </p><p> </p><p>And then walked away, without thinking to do anything to seal the tomb back up. So when that enemy captive later escaped, they later find out he went immediately to the tomb to claim the power of the dead demon lord. </p><p> </p><p>Now, their choices aren't <em>always</em> going to come around and screw them over - they've also had unexpected allies provide help because they spared enemies they could have killed. But either way, there tends to be room to let their choices matter. I just pay attention for key decisions - even ones I didn't specifically create for them - and see if there is an opportunity down the road for those decisions to matter. </p><p> </p><p>Usually, somewhere, there is.</p></blockquote><p></p>
[QUOTE="MrMyth, post: 5185731, member: 61155"] My approach is generally two-fold. First, try and plan out areas where the PCs could make meaningful choices. Secondly... when the PCs do something significant but unexpected, have it reflected in events down the road. Some examples. In my game, a primordial has been released and is trying to conquer everything, etc, etc. The PCs are working with an alliance of gods and other Powers opposed to the primordial. Many heroes have been recruited - and, thus, the PCs have the options of what missions to go on to combat the threat. They went on several, with a good deal of success. However, for various reasons, one mission just kept getting pushed off. Others always felt more important. When they finally went on it - it was too late. They salvaged things as best they could, but those they went to save had already been lost. Of course - if they hadn't done this mission last, perhaps some other one would have ended poorly. As it was, they had to prioritize what was most important, and deal with the fallout. Choice, and consequence. In a more immediate example, they recently decided they needed to consult with the Fate Weaver, a primal spirit with a great deal of wisdom and knowledge. They were able to figure out three possible ways to get to her domain, which existed in the space between the planes (where she weaves together the mortal world with the Feywild and the Shadowfell). They could: -Wander the branches of the World Tree, a safe approach that could take quite a bit of time; -Consult with the Norns, who have their own domain over fate and would know a way, but would likely demand a high price for the knowledge; or -Try to go directly, by starting a planar crossing and then intentionally disrupting the ritual to tear open a rift in reality and get drawn into the space between the planes. They chose the last one, knowing it was the quickest approach, but also the most dangerous. Which meant they have gone into the following arc a bit the worse for wear - but they've also gotten there as quickly as possible, and without any strings attached, which may be more useful in the long run. On my part, it requires a bit more planning to have three approaches available - but not too much work (at least in 4E), and it allowed me to have them very directly make a choice and see the result. As a more long-term example of the decisions they make, at one point they (while having a captive enemy in tow) stumbled across the tomb of a dead demon lord. They were tricked into defeating the guardian of the tomb - but realized in time what was inside, and drove away the spirits trying to wake the dead demon lord. And then walked away, without thinking to do anything to seal the tomb back up. So when that enemy captive later escaped, they later find out he went immediately to the tomb to claim the power of the dead demon lord. Now, their choices aren't [I]always[/I] going to come around and screw them over - they've also had unexpected allies provide help because they spared enemies they could have killed. But either way, there tends to be room to let their choices matter. I just pay attention for key decisions - even ones I didn't specifically create for them - and see if there is an opportunity down the road for those decisions to matter. Usually, somewhere, there is. [/QUOTE]
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