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<blockquote data-quote="Imret" data-source="post: 1952002" data-attributes="member: 991"><p>Since it's not my official task, deClench, I can't welcome you to the Foundation, but I can review your questions in brief, as I must leave for work soon.</p><p></p><p>1) A great tool to keep things going where you want them, IMXP, is to not write it like a story; write it like you're playing. Jot down the major NPC's involved in the adventure, what they want, and what resources they have to get that; consider also the local power groups that aren't directly involved. Figure out the steps those NPC's need to take to get their goals completed, and give the PC's an initiatory event; a murder, a raid, a kidnapping, a request for their aid, whatever is most appropriate. Have the other events go on "off-screen", and regardless of their weird choices, they'll eventually get involved in the events they keep hearing about.</p><p></p><p>2) For giving them a dangerous experience, start a session by letting them know, "From here on out, not every battle you can win. Some will be potentially dangerous, even fatal, to some or all of you if you fail to see when to run. Not everything in the living world around you is balanced for your group's CR requirements", or words to that effect. This is best at the start of a new adventure or campaign, but can be introduced by DM fiat at any point. And if they ignore your advice, pull no punches. Kill some or all of them. They'll learn fast. <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="Imret, post: 1952002, member: 991"] Since it's not my official task, deClench, I can't welcome you to the Foundation, but I can review your questions in brief, as I must leave for work soon. 1) A great tool to keep things going where you want them, IMXP, is to not write it like a story; write it like you're playing. Jot down the major NPC's involved in the adventure, what they want, and what resources they have to get that; consider also the local power groups that aren't directly involved. Figure out the steps those NPC's need to take to get their goals completed, and give the PC's an initiatory event; a murder, a raid, a kidnapping, a request for their aid, whatever is most appropriate. Have the other events go on "off-screen", and regardless of their weird choices, they'll eventually get involved in the events they keep hearing about. 2) For giving them a dangerous experience, start a session by letting them know, "From here on out, not every battle you can win. Some will be potentially dangerous, even fatal, to some or all of you if you fail to see when to run. Not everything in the living world around you is balanced for your group's CR requirements", or words to that effect. This is best at the start of a new adventure or campaign, but can be introduced by DM fiat at any point. And if they ignore your advice, pull no punches. Kill some or all of them. They'll learn fast. :) [/QUOTE]
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