Timeline for How do I help my players not get caught up on smaller plot points?
Current License: CC BY-SA 3.0
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May 18, 2014 at 19:27 | comment | added | valadil | Updated! I'm always happy to revise answers to bring more stuff like this to light. | |
May 18, 2014 at 19:26 | history | edited | valadil | CC BY-SA 3.0 |
added 390 characters in body
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May 18, 2014 at 19:22 | comment | added | o0'. | @valadil this is very good, but the actual answer says something different. I'd be happy to revert in case it is rewritten with this in mind :) | |
May 18, 2014 at 18:21 | comment | added | valadil | @Lohoris you don't have to hook them into the main plot. Just hook them into something. If the players find an NPC interesting, you're free to fill out his background in a way that gives them lots of game time instead of the thirty minutes you had planned. All roads leading to the same plot can feel contrived, especially if the players see you doing it, but that doesn't mean that you can't explore in different directions or let them pick which plot becomes the main plot. | |
May 18, 2014 at 10:50 | comment | added | o0'. | -1 Feels a bit like cheating to me :/ i.e. "whatever you do, you end up in the main plot". Pretty bad railroading, entirely stripping any sense from the players' decisions. | |
Dec 4, 2013 at 18:37 | comment | added | Brian S | "Just because you intended for these things to be minor doesn't mean they have to stay that way." -- +1. In a campaign I'm currently running, I intended for a mountain to be simply background scenery. My players took interest in it, and the mountain completely replaced the story arc I had intended, culminating in the discovery of an ur-god and the annihilation of said mountain. =) | |
Jan 13, 2011 at 3:50 | comment | added | F. Randall Farmer | +1 All quests, no matter how seemingly unrelated, lead to the main threads. | |
Jan 12, 2011 at 4:35 | history | answered | valadil | CC BY-SA 2.5 |