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Sacrificing verisimilitude or adventure
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<blockquote data-quote="painandgreed" data-source="post: 2508403" data-attributes="member: 24969"><p>I usuually do it the other way around if anything and change the adventure to match the verisimilitude. Which is to say that if the characters got off track or come up with something strange, I'm much more likely to change the adventure to fit what they're doing or let them follow it to the end. If soemthing has to be changed, better for it to change transparently to the players and keep the actions moving int eh same direction. For the most part, I just assume that most players (or the ones with good Wisdoms) have the common sence merit and inform them of when they come up with something really stupid or fantastic. If getting in trouble with the town guard would serious mess things up, I'd warn them as their character would know that before they did whatever they wanted to do and let them have the bed they make for themself. Of course, in some cases, such "bad" ideas might be necessary to complete the adventure. In other cases, most of my adventures tend to be collections of NPCs who I know the typical course of actions for. I worry about those and modify them according to the PC actions as the game progresses. IF the PCs ignore the goblins raiding the villages on the edge of the kingdom, they'll either get stronger or be cleared out by somebody else. The story is about the PCs and how they act not what I want them to do or how I want things to resolve. In extreme cases, I'll start plot threads ("There was a murder in the castle last night...", "Goblins are raiding the outlaying villages...", or "A man is murdered in front of you and all he was carrying is this statue...") without worrying about what they mean later on and just go with whatever seems to resonate with the PCs. I can make things up off the top of my head for the rest of the game session and then come up with a serious plot between sessions. The adventure will usually morph from week to week as I come up with new ideas (many of which are supplied by the PCs in the course of the adventure) and the end result is much different than what I originally had in mind.</p></blockquote><p></p>
[QUOTE="painandgreed, post: 2508403, member: 24969"] I usuually do it the other way around if anything and change the adventure to match the verisimilitude. Which is to say that if the characters got off track or come up with something strange, I'm much more likely to change the adventure to fit what they're doing or let them follow it to the end. If soemthing has to be changed, better for it to change transparently to the players and keep the actions moving int eh same direction. For the most part, I just assume that most players (or the ones with good Wisdoms) have the common sence merit and inform them of when they come up with something really stupid or fantastic. If getting in trouble with the town guard would serious mess things up, I'd warn them as their character would know that before they did whatever they wanted to do and let them have the bed they make for themself. Of course, in some cases, such "bad" ideas might be necessary to complete the adventure. In other cases, most of my adventures tend to be collections of NPCs who I know the typical course of actions for. I worry about those and modify them according to the PC actions as the game progresses. IF the PCs ignore the goblins raiding the villages on the edge of the kingdom, they'll either get stronger or be cleared out by somebody else. The story is about the PCs and how they act not what I want them to do or how I want things to resolve. In extreme cases, I'll start plot threads ("There was a murder in the castle last night...", "Goblins are raiding the outlaying villages...", or "A man is murdered in front of you and all he was carrying is this statue...") without worrying about what they mean later on and just go with whatever seems to resonate with the PCs. I can make things up off the top of my head for the rest of the game session and then come up with a serious plot between sessions. The adventure will usually morph from week to week as I come up with new ideas (many of which are supplied by the PCs in the course of the adventure) and the end result is much different than what I originally had in mind. [/QUOTE]
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