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General Tabletop Discussion
*TTRPGs General
Providing Meaningful Choices?
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<blockquote data-quote="delericho" data-source="post: 5185764" data-attributes="member: 22424"><p>Basically, to get a meaningful choice, you need a choice (obviously), consequences for each path, and some basis on which to make the decision.</p><p></p><p>"You see two doors. Do you go left or right?" seems like a choice, but since the PCs have no means by which to decide, what's the point? Even if there's a dragon behind one door, and the dragon's horde behind the other, unless the PCs can determine which is which, they still don't really have a choice, just a guess.</p><p></p><p>By contrast, if the players want to get from Rivendell to Moria, then they can be given the choice: go over the mountain (climbing skill challenge; potentially fatal to halflings), go under the mountain (stealth skill challenge; but there's a Balrog), or they can take the Gap of Rohan (safe; but no chance of secrecy).</p><p></p><p>By presenting both the options (in broad terms) and the consequences up-front, the players then have a basis on which to make their decisions. Whichever path they take has consequences, and none of the paths are easy, but they at least have a basic for making the decision.</p><p></p><p>And if the PCs instead choose option Z? Well, that's players for you. Guess you'll just have to wing it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile    :)"  data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="delericho, post: 5185764, member: 22424"] Basically, to get a meaningful choice, you need a choice (obviously), consequences for each path, and some basis on which to make the decision. "You see two doors. Do you go left or right?" seems like a choice, but since the PCs have no means by which to decide, what's the point? Even if there's a dragon behind one door, and the dragon's horde behind the other, unless the PCs can determine which is which, they still don't really have a choice, just a guess. By contrast, if the players want to get from Rivendell to Moria, then they can be given the choice: go over the mountain (climbing skill challenge; potentially fatal to halflings), go under the mountain (stealth skill challenge; but there's a Balrog), or they can take the Gap of Rohan (safe; but no chance of secrecy). By presenting both the options (in broad terms) and the consequences up-front, the players then have a basis on which to make their decisions. Whichever path they take has consequences, and none of the paths are easy, but they at least have a basic for making the decision. And if the PCs instead choose option Z? Well, that's players for you. Guess you'll just have to wing it. :) [/QUOTE]
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