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2

The first question to ask is, is intra-party conflict the norm in your game? If you're playing something like Paranoia, or if your group just generally expects a certain amount of infighting and backstabbing, then just go for it. For the rest of this answer, I'm assuming that's not the case. That is, your fellow players and GM generally expect the PCs to ...


8

So you want the other sword, and you're thinking about your character killing the other PC who has it, though your character is Good(tm) and likes the other PC. Why? Why do you even want it, if you already have one? Why would you start with thinking to kill your friend to get it? Are you an evil player with a Good character? Are you used to games where ...


9

I like the above answers (and comments) but would like to add, for your consideration, the possibility of making this not just about your character's development, but also the other player's character. The other player isn't a sidekick in your character's story -- he's the protagonist of his. Once you've taken into to consideration whether this will work ...


4

The road to hell is paved with good intentions Imagine how much good you can do when you become half-dragon! You can change the world, and people will sing about you as a hero! All you have to do is do this itsy-bitsy one evil step... But then, there will be thousands of good deeds that will pay it back! Right? Right?... Imagine your character repeating ...


28

Story issues I think the transformation of your character could well work out the way you described it, but I think for such a basic and deep change to your characters morality and basic alignment you also need a very strong motivator/cause. For Anakin that was fear of the loss of the ones he loves, catalyzed by the death of his mother, a vision of his ...


0

Hide the information in plain sight. Make it a part of some boring routine procedure. If the routine changes later due to the evil, they will notice and get curious. Players usually try to investigate interesting or strange events, not routine junk. So you just need to put the overarching storyline into some less interesting facade at the beginning. It ...


-1

When my players want to follow up on something that I'm not ready for them to do, I tell them flat-out that it's not ready. However, I phrase it in such a way that lets them know I'm going to send them down that road in the future so they don't feel stonewalled. For example; Player: I want to get on the Holonet and look up everything I can about BigCo. ...


3

How to hint at events outside the scope of the current quest? I have used three tools in the past. In some cases, I stole my ideas from published authors in seeing how they built the background to a story. 1. Rumors & News of War and Disaster. "We have always been at war with Eastasia." "We have always been at war with Eurasia." George Orwell ...


0

"Obfuscation" Hide your hints/information in larger collections or unrelated and unimportant descriptions. Make it a habit that the world will feed the players a constant stream of information about what's currently going on around them: this could be the archetypal inn keeper, a notice board, the local news paper they see on display, etc. Then if you have ...


2

Many good advices have already been given here, which I'll summarise below. Underneath, I will explain some other techniques that might be useful in your situation. Some very good ways to solve your problems would be: Prevent them from immediately following up on clues. For instance, they hear something suspicious while people are in a hurry, or the clue ...


6

You know what solves a lot of misunderstandings? Just telling the players, as players, so they can focus on the part of the game you intend on. "So, I'm going to paint a full world here - characters will talk about farway places, and events going on. I'm not putting it out there as everything you need to pursue and hunt down - it's not a videogame ...


-4

I see there are already some great answers, but you could also tie in the information you wish to present to them using your current plot line. For example the villain lets something slip and they need to pursue him to get more information to move on. They come across a scroll which they can only partially understand and must work to figure it out (certain ...


11

Don't bother trying to prevent your PCs from over-investigating. You want them to go and investigate those false clues, unreliable rumors, and cryptic hints so that they experience the logical consequences of doing so and thus learn from experience that some clues are useful and some are not. When you're a kid simply being told not to touch a hot stove ...


26

A decade or so ago, I had this exact problem playing with new/young players. I came up with a few solutions that worked depending on the group/players. It's admittedly a hard situation because they would assume anything the GM explicitly mentions is usually important. There's one thing I want to ask, but let me answer your questions, first: Explicitly ...


1

Another Anchor Something similar to Jessa's anchoring idea is to try and compare RP characters to people you know. It doesn't always work, as you have to already know someone that seems similar, but it can help you model behavior sometimes. For instance, if you have to RP with a very artistic character and you happen to be friends with someone that does ...



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