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So, whos game is it anyway?
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<blockquote data-quote="Henry" data-source="post: 1228035" data-attributes="member: 158"><p>It's doable, as long as it's not a "fate of the world" scenario, where if the players don't take <strong><em>This one specific action,</em></strong>then the world is toast. Not that they don't make good stories, but it's the campaign type most destined to fail - sometimes, players just don't want their characters to show up to save the world - they want to plumb the dungeon of RatBas-tard the Demi-Lich for goodies and thrills.</p><p></p><p>I interject plot elements when the players are directionless - when they are at a lull and wondering what to do next. When they express a clear desire to go somewhere or do something I try to put the biggest plot elements on hold; it's not fun if every time they want to go explore Undermountain the Lord of Waterdeep asks them to do something else. However, I don't mean you NEVER push your players - just use your good sense and judgement of your players likes to determine when to "push," and do it sparingly.</p><p></p><p>The point is, if the players are having fun, and if they are taking the initiative, then you don't necessarily need to push a plot - they are making their own.</p><p></p><p>There was also a recent Dragon Magazine article that dealt with getting a plot back on track - it's good info, and I'll see if I can find it later.</p></blockquote><p></p>
[QUOTE="Henry, post: 1228035, member: 158"] It's doable, as long as it's not a "fate of the world" scenario, where if the players don't take [B][I]This one specific action,[/I][/B]then the world is toast. Not that they don't make good stories, but it's the campaign type most destined to fail - sometimes, players just don't want their characters to show up to save the world - they want to plumb the dungeon of RatBas-tard the Demi-Lich for goodies and thrills. I interject plot elements when the players are directionless - when they are at a lull and wondering what to do next. When they express a clear desire to go somewhere or do something I try to put the biggest plot elements on hold; it's not fun if every time they want to go explore Undermountain the Lord of Waterdeep asks them to do something else. However, I don't mean you NEVER push your players - just use your good sense and judgement of your players likes to determine when to "push," and do it sparingly. The point is, if the players are having fun, and if they are taking the initiative, then you don't necessarily need to push a plot - they are making their own. There was also a recent Dragon Magazine article that dealt with getting a plot back on track - it's good info, and I'll see if I can find it later. [/QUOTE]
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