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Seeking help with my campaign storyline
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<blockquote data-quote="Seeten" data-source="post: 2154706" data-attributes="member: 27186"><p>Plans go on a Macro level, not on a micro level.</p><p></p><p>For example, I know who my LE BBEG Leader is. I know his motivations and plans. Knowing his plans lets me plot his actions. However, his actions change based on reaction from players. He drives the plot through his actions and reactions. Sometimes there will be further reactive forces. (The good guys, Ta, in your story.) They also have motivations and drive plot. </p><p></p><p>Basically, if you know motivation, instead of simply having a "This is what they do, then that" approach, if things change on the fly, you can ask yourself, "What would Jon the Sha agent do, based on who he is?" instead of, "<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=":)" /><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=":)" /><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=":)" /><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=":)" />, my notes are useless!" Motivation is great. If Jon wants the piece, he hires the players to get it, they fail, he hires someone else, someone else and the players fight over it when they get back there, trying to complete the mission, players win, Jon happily takes device. If Jon doesnt get the device from the first two, he may go back to the order and request assistance, thus losing face, and now hating the PC's even more.</p><p></p><p>Knowing the person means knowing how to react to everything that happens. Have your maps for dungeon crawls and all set, but maneuver your players there, dont stuff them into the dungeon like your whacking a square peg into a round hole.</p></blockquote><p></p>
[QUOTE="Seeten, post: 2154706, member: 27186"] Plans go on a Macro level, not on a micro level. For example, I know who my LE BBEG Leader is. I know his motivations and plans. Knowing his plans lets me plot his actions. However, his actions change based on reaction from players. He drives the plot through his actions and reactions. Sometimes there will be further reactive forces. (The good guys, Ta, in your story.) They also have motivations and drive plot. Basically, if you know motivation, instead of simply having a "This is what they do, then that" approach, if things change on the fly, you can ask yourself, "What would Jon the Sha agent do, based on who he is?" instead of, ":):):):), my notes are useless!" Motivation is great. If Jon wants the piece, he hires the players to get it, they fail, he hires someone else, someone else and the players fight over it when they get back there, trying to complete the mission, players win, Jon happily takes device. If Jon doesnt get the device from the first two, he may go back to the order and request assistance, thus losing face, and now hating the PC's even more. Knowing the person means knowing how to react to everything that happens. Have your maps for dungeon crawls and all set, but maneuver your players there, dont stuff them into the dungeon like your whacking a square peg into a round hole. [/QUOTE]
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