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Providing Meaningful Choices?
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<blockquote data-quote="Rechan" data-source="post: 5187584" data-attributes="member: 54846"><p>Yeah. This is one of the reasons I started the thread. To get the PCs vested. </p><p></p><p>One trick I sometimes employ is to get the PCs situated and comfortable with the status quo or "wrong" side of the argument.  Basically, hide the bad stuff about it.  then, when they're pretty happy with it, you start revealing how others are getting screwed by it, and eventually if feasible, make the bad stuff start happening to them.</p></blockquote><p>That seems more the ol' consequences of their actions, as opposed to making them stop and contemplate their next move before making it. </p><p></p><p>But yeah, I see what you're saying. You too, LostSoul. But some times you never know what the players/PCs will care about until it comes up.</p><p></p><p>I recall doing this before. Both examples - personal meaning and a decision tree. PCs were trying to find a dragon. I presented them three options that were Obvious to Them with a few skill rolls: 1) Go ask a thief who has boasted about robbing the dragon. He is a few days away and things are a little time sensitive. 2) Go ask a witch, who is very sketchy. 3) Slay a mythical beast that will answer one question truthfully and indepth upon death. The PCs chose option 2. What they didn't realize is that the witch asked a price: a personal sacrifice. So the players had to sacrifice something personal that effected thier character in a completely RP capacity (in this case, a PC lost the ability to express happiness). Another PC wanted to know the directions in order to get the question out of the mythical beast; he sacrificed his ability to ever feel love.</p><p>[/QUOTE]</p>
[QUOTE="Rechan, post: 5187584, member: 54846"] Yeah. This is one of the reasons I started the thread. To get the PCs vested. One trick I sometimes employ is to get the PCs situated and comfortable with the status quo or "wrong" side of the argument. Basically, hide the bad stuff about it. then, when they're pretty happy with it, you start revealing how others are getting screwed by it, and eventually if feasible, make the bad stuff start happening to them.[/quote] That seems more the ol' consequences of their actions, as opposed to making them stop and contemplate their next move before making it. But yeah, I see what you're saying. You too, LostSoul. But some times you never know what the players/PCs will care about until it comes up. I recall doing this before. Both examples - personal meaning and a decision tree. PCs were trying to find a dragon. I presented them three options that were Obvious to Them with a few skill rolls: 1) Go ask a thief who has boasted about robbing the dragon. He is a few days away and things are a little time sensitive. 2) Go ask a witch, who is very sketchy. 3) Slay a mythical beast that will answer one question truthfully and indepth upon death. The PCs chose option 2. What they didn't realize is that the witch asked a price: a personal sacrifice. So the players had to sacrifice something personal that effected thier character in a completely RP capacity (in this case, a PC lost the ability to express happiness). Another PC wanted to know the directions in order to get the question out of the mythical beast; he sacrificed his ability to ever feel love. [/QUOTE]
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