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<blockquote data-quote="derbacher" data-source="post: 2428938" data-attributes="member: 23639"><p>Well, I think the story that "develops" out of the game is great. I don't write stories for my players. I give them a framework, tell them what the situations are, and let them go from there. The story just sort of takes care of itself.</p><p></p><p>Fer instance: </p><p>Three plot hooks out there. 1. rescue the kidnapped son of the local cleric. 2. Explore the ancient ruin at the southern end of the country. 3. Spy mission for the local Baron who's trying to overthrow the king.</p><p></p><p>The story goes whichever way the PCs take it, and the rest continues to happen without them. If they rescue the kid, not much happens with the ruin, and the Baron sends another (inept) party to complete his mission. If they work for the Baron, the kid dies. (Yes it's cruel, but them's the breaks.) If they search the ruin for treasure, both other events happen, and maybe more depending on how long they are gone. The Baron may be brought before the king on charges of treason, the cleric may have gone mad with grief, who knows? </p><p></p><p>These were simplistic examples I know, but still applicable. That's the beauty of letting the story develop. It surprises me as much as the players sometimes. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p>-----</p><p>Mission continues.</p></blockquote><p></p>
[QUOTE="derbacher, post: 2428938, member: 23639"] Well, I think the story that "develops" out of the game is great. I don't write stories for my players. I give them a framework, tell them what the situations are, and let them go from there. The story just sort of takes care of itself. Fer instance: Three plot hooks out there. 1. rescue the kidnapped son of the local cleric. 2. Explore the ancient ruin at the southern end of the country. 3. Spy mission for the local Baron who's trying to overthrow the king. The story goes whichever way the PCs take it, and the rest continues to happen without them. If they rescue the kid, not much happens with the ruin, and the Baron sends another (inept) party to complete his mission. If they work for the Baron, the kid dies. (Yes it's cruel, but them's the breaks.) If they search the ruin for treasure, both other events happen, and maybe more depending on how long they are gone. The Baron may be brought before the king on charges of treason, the cleric may have gone mad with grief, who knows? These were simplistic examples I know, but still applicable. That's the beauty of letting the story develop. It surprises me as much as the players sometimes. :D ----- Mission continues. [/QUOTE]
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