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General Tabletop Discussion
*TTRPGs General
The Opposite of Rail-roading
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<blockquote data-quote="Pbartender" data-source="post: 4593143" data-attributes="member: 7533"><p>Hey, Nemm, I used to have a lot of problems with this -- I still do to a small degree, but...</p><p></p><p></p><p></p><p>...this is similar to how I solved the problem.</p><p></p><p>What you're missing, though, is a patron. I styled their charter more on the charters of colonial exploration companies and privateers' letters of marque from the late, late Renaissance. The idea being, first the characters are hired as professional adventurers (giving them an excuse to act as such), they were specifically hired for their talents (giving them an excuse to power-game just a little), and they were hired to work together as a team. Also, the contract specifies the cut that the adventurers get to keep from any loot they bring back to their patron (giving an excuse for the 20% sale prices). Finally, in return the patron provides them with basic supplies, transportation (my guys have use of a sailing ship and crew), and contacts across the known world. Plus, that allows me to give the PCs tasks via the patron.</p><p></p><p>In essence, some NPC bankrolls the expedition and gives it direction in exchange for taking a (large) cut of the loot.</p><p></p><p>I try to keep the goal relatively general, "Go explore this newly discovered island. Bring back any treasure you might find. Also, make contact with the natives, and see if its worth opening trade relations with them." If gives them a goal to work toward, but leaves it open for them to go about it however they see fit.</p><p></p><p>They still tend to over-think decisions (last Sunday they spent half an hour trying to decide on the best way to cross an old rope bridge - they were all paranoid about it collapsing), but it doesn't completely paralyze the game.</p><p></p><p></p><p>Is it too late for some sort of authority figure or organization to latch onto your PCs and give them a little guidance?</p></blockquote><p></p>
[QUOTE="Pbartender, post: 4593143, member: 7533"] Hey, Nemm, I used to have a lot of problems with this -- I still do to a small degree, but... ...this is similar to how I solved the problem. What you're missing, though, is a patron. I styled their charter more on the charters of colonial exploration companies and privateers' letters of marque from the late, late Renaissance. The idea being, first the characters are hired as professional adventurers (giving them an excuse to act as such), they were specifically hired for their talents (giving them an excuse to power-game just a little), and they were hired to work together as a team. Also, the contract specifies the cut that the adventurers get to keep from any loot they bring back to their patron (giving an excuse for the 20% sale prices). Finally, in return the patron provides them with basic supplies, transportation (my guys have use of a sailing ship and crew), and contacts across the known world. Plus, that allows me to give the PCs tasks via the patron. In essence, some NPC bankrolls the expedition and gives it direction in exchange for taking a (large) cut of the loot. I try to keep the goal relatively general, "Go explore this newly discovered island. Bring back any treasure you might find. Also, make contact with the natives, and see if its worth opening trade relations with them." If gives them a goal to work toward, but leaves it open for them to go about it however they see fit. They still tend to over-think decisions (last Sunday they spent half an hour trying to decide on the best way to cross an old rope bridge - they were all paranoid about it collapsing), but it doesn't completely paralyze the game. Is it too late for some sort of authority figure or organization to latch onto your PCs and give them a little guidance? [/QUOTE]
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