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Sacrificing verisimilitude or adventure
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<blockquote data-quote="Aeric" data-source="post: 2510559" data-attributes="member: 17012"><p>I have yet to encounter a situation, as a player or a GM, where cause-and-effect has derailed a game. Unless the entire party is comprised of low-Wisdom troublemakers, somebody is bound to survive to continue on with the campaign.</p><p></p><p>Re: skittish adventurers - If the PCs steadfastly refuse to travel down an avenue of investigation based on their beliefs, either present more compelling evidence for them to travel down that avenue or let their decision stand and let them bear witness to the consequences.</p><p></p><p>Re: bar fight killing - I would deal with the PCs' actions first, then deal with the scheduled dungeon. After all, the dungeon will (presumably) still be there after the PCs get out of trouble (or find a new travelling companion), and it's that much less future adventure preparation you have to worry about.</p><p></p><p>Re: BBEG on hold - if it's the difference between the PCs saving the world and the BBEG destroying it, then put the BBEG's plans on hold. Otherwise, let the chips fall where they may. The PCs don't have to win every battle, just so long as they win the war.</p><p></p><p>Just remember - The GM's job is to provide a fun and believable world for the players to muck around in. The player's job is to ignore plot hooks and go off on crazy tangents to drive the GM bonkers. <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></blockquote><p></p>
[QUOTE="Aeric, post: 2510559, member: 17012"] I have yet to encounter a situation, as a player or a GM, where cause-and-effect has derailed a game. Unless the entire party is comprised of low-Wisdom troublemakers, somebody is bound to survive to continue on with the campaign. Re: skittish adventurers - If the PCs steadfastly refuse to travel down an avenue of investigation based on their beliefs, either present more compelling evidence for them to travel down that avenue or let their decision stand and let them bear witness to the consequences. Re: bar fight killing - I would deal with the PCs' actions first, then deal with the scheduled dungeon. After all, the dungeon will (presumably) still be there after the PCs get out of trouble (or find a new travelling companion), and it's that much less future adventure preparation you have to worry about. Re: BBEG on hold - if it's the difference between the PCs saving the world and the BBEG destroying it, then put the BBEG's plans on hold. Otherwise, let the chips fall where they may. The PCs don't have to win every battle, just so long as they win the war. Just remember - The GM's job is to provide a fun and believable world for the players to muck around in. The player's job is to ignore plot hooks and go off on crazy tangents to drive the GM bonkers. :) [/QUOTE]
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