I like SWINGY dice and I like things that are not quite what they at first appear. So EVENTS are as likely to cause players to change course as anything that I planned.SterlingBlake wrote: ↑Wed Jul 03, 2024 12:42 pmAbsolutely. Starting a new character, particularly if the player is new to the campaign or the campaign itself is new, it's almost necessary to have a couple or handful of options laid out clearly. After that initial feet-wetting, though, do you have players who typically take things in a direction that was wholly unexpected, or do they tend to continue to sort of "order off the menu?"atpollard wrote: ↑Wed Jul 03, 2024 12:30 pmImho, even an experienced player with a strong idea of what he wants his Character to accomplish as a goal, appreciates starting out in a BAR [the classic beginning] with FOUR different choices about how they can begin to achieve that goalSterlingBlake wrote: ↑Wed Jul 03, 2024 10:55 am
That seems especially sensible with inexperienced or fairly passive players. Do you often have very proactive players coming to the game with an agenda of their own?
Here is an example from the BACKWATER game. The group was having a hard time just picking ONE of the paths, any path. After a week "sitting in the bar" [real time] just pondering paths, I shoved them out the door each on a different MINOR PATH. Just a ONE ON ONE adventure to get each character DOING SOMETHING that should take less than 4 hours IN GAME time. As they met people and gained rumors and earned money doing things, the returned GUNG-HO to choose the "MILLION CREDIT JOB". So they researched the dangerous animals and acquired special arctic transportation and stopped off to get guns to kill Dinosaurs (just in case) because THAT is what they were expecting. When they arrived, they found evidence of an attack of a pack of "wolves" and the real problem was an explosion in one of two Power Generators that blew out most of the power lines. So the TASK went from the COMMUNICATIONS expert repairing the COMM system, to the ENGINEER and MECHANICAL physically rewiring the power system. I used random rolls to determine the status of each component and used the results (what was broken) to generate the story of what actually happened to take out the COMMUNICATIONS RELAY TOWER. Even I did not know when it was just a possible MILLION CREDIT JOB. Then came the plot twist for them. Withouyt power, they had no way to test the other systems. So restoring power allowed them to discover that something else was broken. Another "random roll" generated a "THREE ROOM DUNGEON" as an adventure to do the repair. It wasn't a literal dungeon, but the steps needed for the repair.
That led the Group to discover ...
1. They needed a critical part
2. The critical part was missing from the storeroom
3. one of the original repair crew was dragged off by wolves, one died in the power plant and one fled into the snow on foot.
The Group chose to split up and follow BOTH of the original repair crew to search for the part. They located the part in the cave of a giant Bear/Lion Scavenger ... with cubs. It was up to them how to deal with it. They had the firepower to kill it. They chose to lure it with food and knock it out with Tranq Gas.
As you can see, the original PLAN was to repair a COMM, kill BIG BAD THINGS that attack, and collect the money. What actually happened was what they chose, what dice decided, and what I created from both ... but not what was planned. So what comes next? Whatever THEY decide and the Random Events determine.