rgrove0172
Mongoose
In a previous thread the topic of how much free will the characters were extended in a game came up. Some seem to allow thier players complete freedom, essentially refereeing the game as a response to thier actions, while others seem to prepare a failry linear plotline that the players have to follow, similar to one of the published adventures.
My question is how do you master your games, and if you are one of those that allows complete freedom of action, refusing by principle to guide the players into particular situations, then how do plan an adventure at all.
Ive played this way mind you, back in the day when I had the time to prepare whole gaming regions with detail and could simply let the players wander at will, and allow thier actions to determine the flow of the story. Short of this however, when actually planning an adventure, such as the episodic nature of Conan seems to indicate, a more linear and confined approach seems necessary.
For example - Let say you want the players to discover some ruins far off the caravan trail out in the desert East of the Kezankians. You have to plot a way for them to get there right? Let say they are in Shadizar and so you prepare an encounter wherein they are invited to join a caravan as guards. When you spring it on them though, what if they decline? Do you scrap your whole adventure? Do you have them get in a fight and forced to serve with the caravan as part of a sentence from the magistrate? Do you dangle some rediculously delicious morsal out there to make them want to join the caravan? At what point are you measures considered hedging and stealing thier free will?
My question is how do you master your games, and if you are one of those that allows complete freedom of action, refusing by principle to guide the players into particular situations, then how do plan an adventure at all.
Ive played this way mind you, back in the day when I had the time to prepare whole gaming regions with detail and could simply let the players wander at will, and allow thier actions to determine the flow of the story. Short of this however, when actually planning an adventure, such as the episodic nature of Conan seems to indicate, a more linear and confined approach seems necessary.
For example - Let say you want the players to discover some ruins far off the caravan trail out in the desert East of the Kezankians. You have to plot a way for them to get there right? Let say they are in Shadizar and so you prepare an encounter wherein they are invited to join a caravan as guards. When you spring it on them though, what if they decline? Do you scrap your whole adventure? Do you have them get in a fight and forced to serve with the caravan as part of a sentence from the magistrate? Do you dangle some rediculously delicious morsal out there to make them want to join the caravan? At what point are you measures considered hedging and stealing thier free will?