JamesonCourage
Adventurer
If he did stand his ground, and you did intervene with a backup plan or contingency, you'd be exchanging one story arc for another. That's fine in one set of games, but not in another. It's fine when I expect it (as with my brother's games), and not when I don't expect it (players who play my game).Since that almost happened in my game, I'm not really sure about your concept of denying them storylines. Exactly what you use as an example did almost happen.
So...I'm afraid I still don't understand your point on this.
Whereas my players take great pride in knowing that they "earned" each and every bit of each and every victory they ever won. If they later found out "I fudged this part to keep the game going" then that victory would feel a little hollow to them. It's just a taste thing.Interesting. From time to time, over the years, I've let on, here and there, with some players about things like this. I never heard a negative word about it. In fact, the few times I let the cat out of the bag (I usually keep it quite closed), I was slapped on the back for a job well done--the player really feeling the feelings his character experienced, usually because of a Meta-game trick or lie.
No doubt. My brother puts on the front of "you coulda died there!" when we know that we lived because the evil magician betrayed the bad guys mid-fight (when we started losing). We're used to it from him, and we play the game knowing it'll happen. As I said, though, while it's tons of fun for all of us, my players prefer my game to his. I think the concept of "earning" each victory -and the real world feeling of pride- has a lot to do with it.Never. And, sometimes.
I've had a lot of success with the Meta-game lying bit, as well.
I wouldn't have a "first big quest" personally. I play it pretty much straight sandbox. Whatever they want to look into, they can (with varying degrees of success). I don't use adventure paths or modules, I don't craft adventure plots, or the like.I semi-sorta do that, too. Depends on the situation.
I mean, for the campaign's first big quest, the PCs are chasing the missing girl, right? These are 15 and 16 year olds, not yet recognized as adult warriors by the clan.
What would you do for them?
I'd let them look into whatever they wanted to. If they heard about some political intrigue, they can try to insert themselves. If they hear about the dozen and a half cave beasts harassing or killing slaves in the north, they can look into it. If they want to explore the Serpantlands in search of a big carcass to bring back, they can look into it. If they want to start up a fishing company, I'm actually cool with that, too.How would you have handled a game with two 1st level PCs?
It's really up to them. My players would make the call, not me. They'd probably look into people teaching them, as of that level. They're decidedly below the average hit die in the setting (which is about hit die 4), so they'd likely look for strong mentors who they could suck up to for protection/teachings. As always, play what you like
