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<blockquote data-quote="Sinjucala" data-source="post: 1743536" data-attributes="member: 18345"><p>1) Appropriate Doohicky -- Make it seem like what they are seeking for was tangible but then allude slowly that it is truly something solely of the spirit and intangible. This could build into a theme that they must become what they are seeking in the journey to find it. For example, perhaps what they seek out to find is "The right hand of Ejla". Build up (initially) that it is tangaible and then lead them down the path towards revealing that perhaps it is not. A few rumors and wisps of history to tantilize them towards a location (your choice) and a good build up to find out Ejla is not "a thing" but a person. Then, further build up to bring them to a point where they become the right hand of Ejla, becoming in the process, the very thing (with its powers--your choice there) that they sought. You could also have them return with someone who fits the bill.</p><p></p><p>2) See above for some detail. Use rumors, tales, legends, the plots of your NPCs, politics and economics to guide them down the paths you want them to take. Need to get them to the Mossy Maw of Doom (dodgy name on purpose)? Talk up its loot and precious goods while removing the same from your party (I know, cheap and old trick) while laying it on thick. Let them take any direction they want, but make the way tough (military patrols, disesase stalking the way they want to go, political dissention that blocks the path, religous festival / frenzy, etc.) or bend it (they find their own reasons to go there. Perhaps the damsel in distress routine, a favor, reward, whatever carrot you need to dangle). </p><p></p><p>3) skipping this one for the moment</p><p></p><p>4) how about making an ecology for the region you want them to go to for starters? It will tell you exactly what lives there. Then, break it in places to add in some surprises and random element. Next, build up some basic politics, some intrigue and a little economics to toss in some other good reaons to have odds and ends appear and occur. For instance, a demonstration of (you pick) could get their attention, get them involved or be ignored (with appropriate lines of plot falling from these or other actions [inactions]). Or a nice (fairly large scale or lengthy battle spread out over some territory) that your players come upon. What they do or don't do has ramifications to the folks fighting, those waiting to participate and those watching and seeing who does what. Let such things go to their natural conclusions. Maybe they help one side and get intangled in their politics or bitterly hated for lending help when none was asked / required. Maybe a mixture of both, who knows.</p></blockquote><p></p>
[QUOTE="Sinjucala, post: 1743536, member: 18345"] 1) Appropriate Doohicky -- Make it seem like what they are seeking for was tangible but then allude slowly that it is truly something solely of the spirit and intangible. This could build into a theme that they must become what they are seeking in the journey to find it. For example, perhaps what they seek out to find is "The right hand of Ejla". Build up (initially) that it is tangaible and then lead them down the path towards revealing that perhaps it is not. A few rumors and wisps of history to tantilize them towards a location (your choice) and a good build up to find out Ejla is not "a thing" but a person. Then, further build up to bring them to a point where they become the right hand of Ejla, becoming in the process, the very thing (with its powers--your choice there) that they sought. You could also have them return with someone who fits the bill. 2) See above for some detail. Use rumors, tales, legends, the plots of your NPCs, politics and economics to guide them down the paths you want them to take. Need to get them to the Mossy Maw of Doom (dodgy name on purpose)? Talk up its loot and precious goods while removing the same from your party (I know, cheap and old trick) while laying it on thick. Let them take any direction they want, but make the way tough (military patrols, disesase stalking the way they want to go, political dissention that blocks the path, religous festival / frenzy, etc.) or bend it (they find their own reasons to go there. Perhaps the damsel in distress routine, a favor, reward, whatever carrot you need to dangle). 3) skipping this one for the moment 4) how about making an ecology for the region you want them to go to for starters? It will tell you exactly what lives there. Then, break it in places to add in some surprises and random element. Next, build up some basic politics, some intrigue and a little economics to toss in some other good reaons to have odds and ends appear and occur. For instance, a demonstration of (you pick) could get their attention, get them involved or be ignored (with appropriate lines of plot falling from these or other actions [inactions]). Or a nice (fairly large scale or lengthy battle spread out over some territory) that your players come upon. What they do or don't do has ramifications to the folks fighting, those waiting to participate and those watching and seeing who does what. Let such things go to their natural conclusions. Maybe they help one side and get intangled in their politics or bitterly hated for lending help when none was asked / required. Maybe a mixture of both, who knows. [/QUOTE]
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