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RBDM - How?
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<blockquote data-quote="BSF" data-source="post: 3923842" data-attributes="member: 13098"><p>Of course, that particular example wouldn't always work. It would assume that the PCs had dealt with a ghoul, found loot from the ghoul, didn't check the loot, and then spent it all. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>But part of my point was that you can retroactively trigger plots if you are always looking for the hooks that the players enjoy. When you need a new hook, you can craft something new, or dig into your RBDM toolbox and create something that comes back from the past to haunt your PCs. </p><p></p><p>My primary point was always listening for the elements you need to populate your toolbox with. The players will tell you what these are, even if they don't know that at the time. And yes, you need to have the bad guys the players want to see taken down. Really, a RBDM is adept at manipulating the game at multiple levels. There are the in-game elements, but there are the metagame elements as well. You need to know how to play the players while keeping everything in the confines of the game. The players know they can step out of the game at any time. But they don't want to. They are having too much fun and when the end of a session hits, they are eager for the next session.</p></blockquote><p></p>
[QUOTE="BSF, post: 3923842, member: 13098"] Of course, that particular example wouldn't always work. It would assume that the PCs had dealt with a ghoul, found loot from the ghoul, didn't check the loot, and then spent it all. :) But part of my point was that you can retroactively trigger plots if you are always looking for the hooks that the players enjoy. When you need a new hook, you can craft something new, or dig into your RBDM toolbox and create something that comes back from the past to haunt your PCs. My primary point was always listening for the elements you need to populate your toolbox with. The players will tell you what these are, even if they don't know that at the time. And yes, you need to have the bad guys the players want to see taken down. Really, a RBDM is adept at manipulating the game at multiple levels. There are the in-game elements, but there are the metagame elements as well. You need to know how to play the players while keeping everything in the confines of the game. The players know they can step out of the game at any time. But they don't want to. They are having too much fun and when the end of a session hits, they are eager for the next session. [/QUOTE]
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RBDM - How?
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