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The Luke Skywalker Paradox
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<blockquote data-quote="LostSoul" data-source="post: 4763701" data-attributes="member: 386"><p>Do you want to tell stories to the players or create a story jointly through play?</p><p></p><p>If it's the former, you make the "B" plot related to the themes in the "A" plot. Probably from another angle, giving the "A" plot a new perspective.</p><p></p><p>If it's the latter, you give up control over the story and let what happens, happen. You could come up with "B" plot possibilities, probably in the form of NPCs who exist to grant a new perspective on what's happened so far, and maybe the players grab on to it. Or the "B" plot might become the "A" plot, who knows what will happen.</p><p></p><p>If you don't care about creating/telling a story, don't worry about it. Have them find a treasure map off a dead goblin and if they want to trek to the far side of the world, let them.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 4763701, member: 386"] Do you want to tell stories to the players or create a story jointly through play? If it's the former, you make the "B" plot related to the themes in the "A" plot. Probably from another angle, giving the "A" plot a new perspective. If it's the latter, you give up control over the story and let what happens, happen. You could come up with "B" plot possibilities, probably in the form of NPCs who exist to grant a new perspective on what's happened so far, and maybe the players grab on to it. Or the "B" plot might become the "A" plot, who knows what will happen. If you don't care about creating/telling a story, don't worry about it. Have them find a treasure map off a dead goblin and if they want to trek to the far side of the world, let them. [/QUOTE]
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