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<blockquote data-quote="Sausages" data-source="post: 5186190" data-attributes="member: 4770"><p>Meh. </p><p></p><p>Why not just be honest and tell your players its a railroad, although there may be different carriages and different services. </p><p></p><p></p><p></p><p>Now, my practical suggestions are</p><p></p><p>1) Dont save the world</p><p></p><p>Do not have save-the-world metaplots. Have a lesser danger, but let the party be able to influence how far Evil gets.</p><p></p><p>For example, rather than the BBEG trying to destroy civilisation, have it try to destroy the Three Kingdoms of A, B, and C.</p><p></p><p>A is resilient and moral and will survive</p><p>C is corrupt and weak and will fall</p><p></p><p>B, where the players are, <em>can go either way</em></p><p></p><p></p><p>If the players are brilliant and heroic, then the 'story' can be saving of B. Maybe followed by the liberation of C.</p><p></p><p>If they are failiures (or dont care), then the story can be the escape from the cataclysmic fall of B. And maybe later the liberation of B. </p><p></p><p>Either way theres a lot of prep common to both. </p><p></p><p></p><p>2) at the scenario level,  design for failiure</p><p></p><p>This is hard, but try to design scenarios so that the party failing is an option and is fun. </p><p></p><p>It seems to me a lot of adventures are of the format "discover and stop the evil cult using the macguffin of doom in the ritual of ultimate badness next thursday". </p><p></p><p>Which ends up as: a load of dM prodding to make sure the discovery happens , then fudging so the party get through to the fnal act, then more fudging to avoid a TPK.</p></blockquote><p></p>
[QUOTE="Sausages, post: 5186190, member: 4770"] Meh. Why not just be honest and tell your players its a railroad, although there may be different carriages and different services. Now, my practical suggestions are 1) Dont save the world Do not have save-the-world metaplots. Have a lesser danger, but let the party be able to influence how far Evil gets. For example, rather than the BBEG trying to destroy civilisation, have it try to destroy the Three Kingdoms of A, B, and C. A is resilient and moral and will survive C is corrupt and weak and will fall B, where the players are, [I]can go either way[/I] If the players are brilliant and heroic, then the 'story' can be saving of B. Maybe followed by the liberation of C. If they are failiures (or dont care), then the story can be the escape from the cataclysmic fall of B. And maybe later the liberation of B. Either way theres a lot of prep common to both. 2) at the scenario level, design for failiure This is hard, but try to design scenarios so that the party failing is an option and is fun. It seems to me a lot of adventures are of the format "discover and stop the evil cult using the macguffin of doom in the ritual of ultimate badness next thursday". Which ends up as: a load of dM prodding to make sure the discovery happens , then fudging so the party get through to the fnal act, then more fudging to avoid a TPK. [/QUOTE]
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