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Providing Meaningful Choices?
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<blockquote data-quote="MrMyth" data-source="post: 5187012" data-attributes="member: 61155"><p>One thing of note is to always, always be prepared for the players to go with the decision you didn't expect. </p><p> </p><p>In my epic game, the PCs were adventuring in Hestavar. The overall plot involved them fighting a war against a reborn Primordial - but right now, they were just investigating a mystery. Someone had murdered the Prison of the Winds, and the essence of Heur-ket the Primordial was raging out of control, threatening to destroy the heavenly city. </p><p> </p><p>They finally discover the culprit - an Aspect of Vecna. His goal? With Hestevar destroyed, the three gods ruling it would remember the danger the primordials offered, and fully commit to the battle against the one that had been reborn. All the death and destruction would end up assisting the PCs ultimate quest. Like any silver-tongued servant of Vecna, he did his best to persuade them that his efforts should be allowed to continue.</p><p> </p><p>And, to my surprise, the party almost went along with it. The party was, overall, more neutral than I realized, and largely felt the ends would justify the means. Adamantly so, for one character. Only one person held out, opposed to the thousands of lives that would be lost in this act. </p><p> </p><p>For myself... I had set the situation up, put the choice before the party (intending it to be a tough moral decision) - but I really didn't expect them to be persuaded. Was I willing to do it? Yes, if I had to - I couldn't take the choice back, certainly! </p><p> </p><p>But I was very, very releived when the one holdout convinced first one, then a second character, in order to win the majority needed to have the party agree to stop Vecna and save the city. </p><p> </p><p>In the end, they used that act to persuade the deities of Hestevar to help them anyway, so it all worked out - but it definitely made me do a bit more planning in the future. And make sure that any time I offered the players a choice, I was ready for them to go either way.</p></blockquote><p></p>
[QUOTE="MrMyth, post: 5187012, member: 61155"] One thing of note is to always, always be prepared for the players to go with the decision you didn't expect. In my epic game, the PCs were adventuring in Hestavar. The overall plot involved them fighting a war against a reborn Primordial - but right now, they were just investigating a mystery. Someone had murdered the Prison of the Winds, and the essence of Heur-ket the Primordial was raging out of control, threatening to destroy the heavenly city. They finally discover the culprit - an Aspect of Vecna. His goal? With Hestevar destroyed, the three gods ruling it would remember the danger the primordials offered, and fully commit to the battle against the one that had been reborn. All the death and destruction would end up assisting the PCs ultimate quest. Like any silver-tongued servant of Vecna, he did his best to persuade them that his efforts should be allowed to continue. And, to my surprise, the party almost went along with it. The party was, overall, more neutral than I realized, and largely felt the ends would justify the means. Adamantly so, for one character. Only one person held out, opposed to the thousands of lives that would be lost in this act. For myself... I had set the situation up, put the choice before the party (intending it to be a tough moral decision) - but I really didn't expect them to be persuaded. Was I willing to do it? Yes, if I had to - I couldn't take the choice back, certainly! But I was very, very releived when the one holdout convinced first one, then a second character, in order to win the majority needed to have the party agree to stop Vecna and save the city. In the end, they used that act to persuade the deities of Hestevar to help them anyway, so it all worked out - but it definitely made me do a bit more planning in the future. And make sure that any time I offered the players a choice, I was ready for them to go either way. [/QUOTE]
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