Thread for competent or great GMs to answer questions the less experienced ask.
My question is how do I let the party choose what they want to do organically? I have 2 different mission paths already written and can wing it if they run off in another direction.
I want then to decide on their own so that when the consequences of their decision rears it's ugly head they can't be like. "aww we did that because it seemed like you were railing us there"
Hudson Jenkins
>My question is how do I let the party choose what they want to do organically?
Don't use games with a rigid prep structure, or at least don't overprep before actually getting to know what they want.
Asher Peterson
Bumping with DM inspiration
Hudson Scott
Little but of back story
Had 4 players and 3 went to a bandit camp and 2 out of 3 died a horrible death, 1 escaped and is a scallywag pirate/assasin and was new to the group, the one that didn't go along (player didn't make it to the sesh) isn't likely to try get revenge either.
I have what was meant to be after the bandits but the bandits weren't stopped/killed. Depending what the players choose to do next sesh with have consequences (bandits get stronger and rape and pillage more of the country side) but if they go after the bandits then the taint in the forests in the opposite direction from *main hub city" will deepen and fuck up that side more. Or they could decide to do neither and both situations worsen (also likely to happen)
Jaxon Roberts
breadcrumb prep method
Lucas Adams
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Carter Ward
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Gavin Martin
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Lincoln Adams
some magic items
Ayden Brooks
How do you plan for a campaign where you want the players to be able to organically find things they want to do? I'm lucky in that the system I'm using is more about improvisation (although unfortunately I'm not the best at it) so I can throw stuff together and I've been talking to my players ahead of time to find out what they may want but I don't even know how I would introduce half of them.