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General Tabletop Discussion
*TTRPGs General
Providing Meaningful Choices?
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<blockquote data-quote="Scribble" data-source="post: 5186948" data-attributes="member: 23977"><p>Well, I think what's hard about this question (ironic...) is that just like in real life there are some choices we make that we won't know are important until later, and there are some we know are important from the get go.</p><p></p><p>Many years ago I was out on a Saturday night... My friend and I went to another place then our usual spot because he was in a really foul mood. (About to be fired.) He ended up going home, and I was left with a choice... End the night early and go home myself, stay where I was, or head over to our usual spot.</p><p></p><p>Not a really life altering choice right? I mean one bar/club is as good as the next. Turns out my choice to go over to our usual hang out WAS a life altering choice... It was the night and place I met my wife. </p><p></p><p>Contrasted with- a few years later, my wife (gf at the time) is told her lab is moving across the country to CA, and they want her to go with... So now I had another choice but this time I knew whatever I chose would have big consequences. Do I tell her I can't go, and we split up... Do I beg her to stay? Do I quit my current job, and go with her? (I chose the last one.)</p><p></p><p>So I think if you want the choices themselves to seem like they should be cared about, you need to have readily visible consequences (they might not be the ONLY consequences, but they will be visible.)</p><p></p><p>In my first example, it wasn't a choice I really thought about. "This place is beat, I'm goin to the 7..." was pretty much my whole thought process. There weren't any readily apparent consequences... Both places had beer, women, and music, so they were essentially the same. It was only much later that I realized how important that choice actually ended up being.</p><p></p><p>In the second example, I knew from the get go the choice I made would have a dramatic change on my life, so the choice was much more involved.</p><p></p><p>I think both are good from a role playing standpoint. </p><p></p><p>So in the case of the begger child, if you want the choice to be thought about more, make some of the consequences more apparent.  Perhaps they see the  town guard about the haul a man away.. The child begs for a coin because that's the back taxes his father owes. Now the consequences are more apparent- without the coin the man goes to jail, and the kid is left without a father.</p></blockquote><p></p>
[QUOTE="Scribble, post: 5186948, member: 23977"] Well, I think what's hard about this question (ironic...) is that just like in real life there are some choices we make that we won't know are important until later, and there are some we know are important from the get go. Many years ago I was out on a Saturday night... My friend and I went to another place then our usual spot because he was in a really foul mood. (About to be fired.) He ended up going home, and I was left with a choice... End the night early and go home myself, stay where I was, or head over to our usual spot. Not a really life altering choice right? I mean one bar/club is as good as the next. Turns out my choice to go over to our usual hang out WAS a life altering choice... It was the night and place I met my wife. Contrasted with- a few years later, my wife (gf at the time) is told her lab is moving across the country to CA, and they want her to go with... So now I had another choice but this time I knew whatever I chose would have big consequences. Do I tell her I can't go, and we split up... Do I beg her to stay? Do I quit my current job, and go with her? (I chose the last one.) So I think if you want the choices themselves to seem like they should be cared about, you need to have readily visible consequences (they might not be the ONLY consequences, but they will be visible.) In my first example, it wasn't a choice I really thought about. "This place is beat, I'm goin to the 7..." was pretty much my whole thought process. There weren't any readily apparent consequences... Both places had beer, women, and music, so they were essentially the same. It was only much later that I realized how important that choice actually ended up being. In the second example, I knew from the get go the choice I made would have a dramatic change on my life, so the choice was much more involved. I think both are good from a role playing standpoint. So in the case of the begger child, if you want the choice to be thought about more, make some of the consequences more apparent. Perhaps they see the town guard about the haul a man away.. The child begs for a coin because that's the back taxes his father owes. Now the consequences are more apparent- without the coin the man goes to jail, and the kid is left without a father. [/QUOTE]
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