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<blockquote data-quote="jmucchiello" data-source="post: 5185861" data-attributes="member: 813"><p>I'm reminded of a Dork Tower comic where the GM is thinking about how cool it'll be if the players go one way and fall into the diabolical trap rather than going the safe way. The players pick the safe way (according to the original map) and the GM spends a beat panel weighing his options. In the end he announces that they fell into the trap and the players afterward lament not having chosen the other, "safe" route.</p><p></p><p>In any case, I prefer the setup a bunch of potential foes in various locations in the campaign area. You then determine what these foes will do for the next week or so assuming the players do not interfere at all. Some of the foes actions are motivated by reacting to one another but by and large you totally ignore the players. Next, you introduce the players into the environment and see whose toes they step on. Then you have the potential foes react to the party. You will make mistakes with how your foes will react sometimes. That's okay. All that means is the foe now has to work around his own mistakes. At some point the foes' plans are totally fubarred. At this point, you can start having the foes' plans contain contingency plans for what the party is up to.</p></blockquote><p></p>
[QUOTE="jmucchiello, post: 5185861, member: 813"] I'm reminded of a Dork Tower comic where the GM is thinking about how cool it'll be if the players go one way and fall into the diabolical trap rather than going the safe way. The players pick the safe way (according to the original map) and the GM spends a beat panel weighing his options. In the end he announces that they fell into the trap and the players afterward lament not having chosen the other, "safe" route. In any case, I prefer the setup a bunch of potential foes in various locations in the campaign area. You then determine what these foes will do for the next week or so assuming the players do not interfere at all. Some of the foes actions are motivated by reacting to one another but by and large you totally ignore the players. Next, you introduce the players into the environment and see whose toes they step on. Then you have the potential foes react to the party. You will make mistakes with how your foes will react sometimes. That's okay. All that means is the foe now has to work around his own mistakes. At some point the foes' plans are totally fubarred. At this point, you can start having the foes' plans contain contingency plans for what the party is up to. [/QUOTE]
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