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<blockquote data-quote="Rune" data-source="post: 5899243" data-attributes="member: 67"><p>I touch on the following points in <a href="http://www.enworld.org/forum/general-rpg-discussion/316091-full-time-dm-part-time-prep.html" target="_blank">this thread</a> (and more), but Ill address these problems specifically:</p><p></p><p></p><p></p><p>I suggest that you <em>do not</em> start railroading this group, if you can help it; this would only create a dependency that you are unlikely to get away from later. Instead, get a box and some index cards. Write a bunch of hooks on index cards. Throw the hooks at the PCs (don't throw the cards at the players--that won't help). Lots and lots of hooks.</p><p></p><p>Every time the players don't bite on a hook, make a note on the appropriate index card and put back in the box. Later, when you're pulling hooks out of the box to throw at the PCs, this one may come up again. If so, have the hook come looking for them, as a result of their ignoring it the first time.</p><p></p><p>In this way, you will be hooking the players through the consequences of their indecision, rather than through heavy-handed rail-roading.</p><p></p><p></p><p></p><p>I have had <em>great</em> success with rewarding players for such measures, but I highly recommend that you <em>do not</em> use experience as a reward currency. This <em>will</em> create an imbalance of levels at the game table (possibly quite significantly) that will only make your job <em>harder</em>, not easier.</p><p></p><p>Some sort of fate-altering points are a much better mechanic (such as Paizo's Plot-Twist Cards, or Trailblazer's Action-Points. My players <em>love</em> the plot-twist cards.). This would actually <em>decrease</em> the burden on you, because you don't have to worry as much about TPKs, or the like.</p><p></p><p></p><p></p><p>One of your <em>unengaged</em> players wants to DM? Is that why s/he is unengaged?</p><p></p><p></p><p></p><p>I'll suggest another currency. Let's call them Awesome Points. Every time a player has a cool idea, give them a token. At the end of the session, whoever has the most Awesome Points, gets a fate (karma, plot-twist, action, or whatever you're calling them) point as described above. It shouldn't take long before the players are trying to outdo each other in coming up with cool ideas.</p></blockquote><p></p>
[QUOTE="Rune, post: 5899243, member: 67"] I touch on the following points in [url=http://www.enworld.org/forum/general-rpg-discussion/316091-full-time-dm-part-time-prep.html]this thread[/url] (and more), but Ill address these problems specifically: I suggest that you [i]do not[/i] start railroading this group, if you can help it; this would only create a dependency that you are unlikely to get away from later. Instead, get a box and some index cards. Write a bunch of hooks on index cards. Throw the hooks at the PCs (don't throw the cards at the players--that won't help). Lots and lots of hooks. Every time the players don't bite on a hook, make a note on the appropriate index card and put back in the box. Later, when you're pulling hooks out of the box to throw at the PCs, this one may come up again. If so, have the hook come looking for them, as a result of their ignoring it the first time. In this way, you will be hooking the players through the consequences of their indecision, rather than through heavy-handed rail-roading. I have had [i]great[/i] success with rewarding players for such measures, but I highly recommend that you [i]do not[/i] use experience as a reward currency. This [i]will[/i] create an imbalance of levels at the game table (possibly quite significantly) that will only make your job [i]harder[/i], not easier. Some sort of fate-altering points are a much better mechanic (such as Paizo's Plot-Twist Cards, or Trailblazer's Action-Points. My players [i]love[/i] the plot-twist cards.). This would actually [i]decrease[/i] the burden on you, because you don't have to worry as much about TPKs, or the like. One of your [i]unengaged[/i] players wants to DM? Is that why s/he is unengaged? I'll suggest another currency. Let's call them Awesome Points. Every time a player has a cool idea, give them a token. At the end of the session, whoever has the most Awesome Points, gets a fate (karma, plot-twist, action, or whatever you're calling them) point as described above. It shouldn't take long before the players are trying to outdo each other in coming up with cool ideas. [/QUOTE]
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