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<blockquote data-quote="I'm A Banana" data-source="post: 7651554" data-attributes="member: 2067"><p>Well, the easy way to solve this is to have the whole party take a goal instead of or in addition to an individual goal. This happens in ensemble ragtag-adventurers-save-the-world-style works all the time. <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>Though part of why I broke it down to three big events per PC is to help DMs space out the events or cycle around to various PC's. It does help if you have players (even if not characters) who are "team players," but there's also ways to help encourage that, too (relationships!). </p><p></p><p>Another way to work on it is to cram several characters' stages together. If you've got a 4 person party, and they want Wealth, Vengeance, Knowledge, and Peace, you can create a pretty compelling antagonist if you have the orc that once slaughtered one character's parents causing violence in a nearby town while sitting in a pile of plunder, including rare scrolls from a city of scholars she sacked. Suddenly, that one adventure to go stop her becomes <em>really</em> compelling! (as an aside, this is often how villains get constructed in creative works: as antithesis to the heroes).</p><p></p><p></p><p></p><p>This can depend on the level of loss aversion in the players. Personally, I like the idea that I may fail to accomplish my characters' goal if I'm not smart or lucky enough to survive or complete the adventure in which I have a chance to achieve it. But I'm kind of into more dramatic and emotional gameplay, which means I like the stakes to be high and real. </p><p></p><p>But a more loss-averse game would likely embrace the idea of a "fail forward" toward your PC's goals, and I think that can be a lot of fun, too.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 7651554, member: 2067"] Well, the easy way to solve this is to have the whole party take a goal instead of or in addition to an individual goal. This happens in ensemble ragtag-adventurers-save-the-world-style works all the time. :) Though part of why I broke it down to three big events per PC is to help DMs space out the events or cycle around to various PC's. It does help if you have players (even if not characters) who are "team players," but there's also ways to help encourage that, too (relationships!). Another way to work on it is to cram several characters' stages together. If you've got a 4 person party, and they want Wealth, Vengeance, Knowledge, and Peace, you can create a pretty compelling antagonist if you have the orc that once slaughtered one character's parents causing violence in a nearby town while sitting in a pile of plunder, including rare scrolls from a city of scholars she sacked. Suddenly, that one adventure to go stop her becomes [I]really[/I] compelling! (as an aside, this is often how villains get constructed in creative works: as antithesis to the heroes). This can depend on the level of loss aversion in the players. Personally, I like the idea that I may fail to accomplish my characters' goal if I'm not smart or lucky enough to survive or complete the adventure in which I have a chance to achieve it. But I'm kind of into more dramatic and emotional gameplay, which means I like the stakes to be high and real. But a more loss-averse game would likely embrace the idea of a "fail forward" toward your PC's goals, and I think that can be a lot of fun, too. [/QUOTE]
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