Forum changes: Editing of posts has been turned off until further notice.
Started by Jack Aidley, June 05, 2003, 07:43:05 AM
Quote from: Mr JackThe Plot Is What The Characters Do But I also don't want to abandon the events I've set in motion.
Quote from: arxhonWork the Seekers back in. There is a Seeker at the fort, asking questions about the murdered Seeker (remember, the one the PC's killed?)This should complicate things nicely.Then, start having strange things happen at the fort, like being followed by cats, and more peasants "farming the same spot".They can't run from their problems for long. If they do, the problems just get worse.
Quote from: Paul CzegeJohn is exactly right. Here's how I'd do it. I'd get the events with the players to a tense moment...
Quote from: Paul CzegeRecognize though, that there's an implied contract in it. If you screw them over when they go back, they'll never trust you again.
Quotethe players like what is happening but playing their character ( actor stance) decide that it's way to dangerous and that the only logical solution is to get the hell out of here
QuoteRemember that if you want that what your players want is what make the plot, you have to consider all your nifty ideas of what shoud happen/have happened as secondary at best.
QuoteWork the Seekers back in. There is a Seeker at the fort, asking questions about the murdered Seeker (remember, the one the PC's killed?)
QuoteWhat is your reason behind fort #2 sending troops down towards fort #1? Or do you not yet have a meaning behind that image?
QuoteWhat do a nun, a woodman, and a petty criminal have to do with what is going on with cats, zombie servants, and so forth?
QuoteWho are they? What are their issues, their motivations?
QuotePersonally, my approach would be to give the PCs more power and more information.
QuoteI'd get the events with the players to a tense moment...and I'd cut from the scene. Then I'd frame one of the players into a scene back at the villa, as an NPC.
QuoteRecognize though, that there's an implied contract in it. If you screw them over when they go back, they'll never trust you again.
Quote from: Mr JackI don't really design plot details beforehand, I tend to pretty much wing it and see where it goes. The initial setting was designed before character generation, the players were told to create characters with the Talent, and the initial hook (run from the Seekers) was pre-designed.
Quote from: continuing what Mr JackIn the past I've found this method of running extremely succesful. I expect there is probably an accepted term for it here, but I've not yet got a solid grip on the Forge Terminology so I'll spare you my abuse of it. But this time? I'm not sure what to do next.
QuoteIn other words, they're playing the story "correctly."