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Why we like plot: Our Job as DMs
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<blockquote data-quote="Raven Crowking" data-source="post: 5006956" data-attributes="member: 18280"><p>Me too. I believe it is crucial that the players have enough information to get involved right from the get-go.</p><p></p><p></p><p></p><p>Again, me too. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>That's true. Initial development requires a few (1-3) local sites be fully fleshed out so that the players don't catch me with my pants down. While they explore those sites, I put further work into the additional sites/hooks that the players express interest in at the table. </p><p></p><p>For example, travelling over a lost roadway, I might inform the PCs that they can hear water running below them and, through holes in the road, see that there are caves below. I already know roughly what is there, and I already know what I need to if they bite during that game session. Fully fleshing out those caves, though, only occurs if the PCs express interest, or if I have some free time and feel like doing the work.</p><p></p><p>Likewise, the PCs might see the glint off something metallic in the far distance, or hear about a ruined city several days' travel away. If they are interested, I have enough to run with <em><strong>now</strong></em>, but I'll have more to run with once they have committed.</p><p></p><p>Finally, if you are so lucky as to have a stable campaign world for multiple groups of players, what one group of players ignores another might pick up on. In this way, you can get a lot more bang for your design buck. And signs of your other groups' expeditions are always fun to have PCs run into.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5006956, member: 18280"] Me too. I believe it is crucial that the players have enough information to get involved right from the get-go. Again, me too. :) That's true. Initial development requires a few (1-3) local sites be fully fleshed out so that the players don't catch me with my pants down. While they explore those sites, I put further work into the additional sites/hooks that the players express interest in at the table. For example, travelling over a lost roadway, I might inform the PCs that they can hear water running below them and, through holes in the road, see that there are caves below. I already know roughly what is there, and I already know what I need to if they bite during that game session. Fully fleshing out those caves, though, only occurs if the PCs express interest, or if I have some free time and feel like doing the work. Likewise, the PCs might see the glint off something metallic in the far distance, or hear about a ruined city several days' travel away. If they are interested, I have enough to run with [i][b]now[/b][/i][b][/b], but I'll have more to run with once they have committed. Finally, if you are so lucky as to have a stable campaign world for multiple groups of players, what one group of players ignores another might pick up on. In this way, you can get a lot more bang for your design buck. And signs of your other groups' expeditions are always fun to have PCs run into. RC [/QUOTE]
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