• Dunstabzugshaubitze@feddit.org
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      19 hours ago

      i think, players think they want some grand plot behind it all, but thats actually not it. i think players want mostly two things out of “the plot”

      • they want to discover connections, and that’s something i can easily provide as we go along by looking back at what happened in previous sessions and tie it to something they are interacting with now.
      • they want the feeling stuff is happening in the world

      and by for example having crates with the sigil of some noble they did not like turn up in a cultits lair i can achive both. and i have to prep less stuff that never comes up at the table and when i can’t decide on what exactly to do i can allways role on my list of factions/npcs to decide that.

      yeah, Sir Peters Guards always had dealings with the thieves guild… let’s put one of his men in the hideout with a bag full gold or let them find a blue print of the Mansion of Sir Peters rival there.

      that way factions and their relations grow some what organically without me having to invest a ton of time into something that might be used and those random encounter tables so many people dislike are suddenly super cool and useful, because i can use the freaking bandits later if they encountered them.

      • Kichae@wanderingadventure.party
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        13 hours ago

        dunstabzugshaubitze@feddit.org Oh, no, I mean they literally told me “I thought this was going to be like being characters in a book, where there’s a clear plot we’re following. Can you make it more like that?” And so I did.

        Then they found The Thing during one of the sessions I was running while trying to actually structure things in the background. It was something I didn’t think was significant, but I probably should have seen it coming.

        It… was not part of the restructuring work I was doing. It was part of the holding pattern “random bullshit” I was throwing at them for a few weeks.

        Anyway, the campaign is about that now.