08-03-2012, 10:43 AM
Why wouldn't you want someone betraying your guild?
That'd lead to some exciting RP and conflict.
That'd lead to some exciting RP and conflict.
Spoiler:
The Dark Chant
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08-03-2012, 10:43 AM
Why wouldn't you want someone betraying your guild?
That'd lead to some exciting RP and conflict. Spoiler:
08-03-2012, 04:17 PM
Because, unless descussed with me, it could interupt my storyline.
08-04-2012, 11:36 AM
08-04-2012, 11:43 AM
There's also something to be said about a malleable storyline. It's fun to have it go in one direction, but one of the most satisfying parts of RP to me is when someone can add a fresh perspective to the RP and give you a different outcome than what you've predetermined it to be.
Usually the best way to get both of this is to communicate with the people involved, and to be open with them about your wants from the storyline, as well as being open to what ideas others could have. The key is communication. Good luck! ![]() △Move along.△ △ △△ △△△ △△△△
08-04-2012, 12:25 PM
Its a difficult balancing act between running a well planned storyline and railroading your players. Probably "the" most advanced facete of DMing a series of events, though once you grasp it you have to resist the urge to make choo choo noises when you notice it happening. My advice is to get to know your players well enough that you can anticipate places where they may deviate from your storyline and plan ahead. Also throw in intentional deviations to offer them the opportunity to "deviate, while still playing into your hand. Aside from that, be flexible. Like Krent said, sometimes the most interesting RP sessions occur because a player threw a twist in your water tight plan.
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08-04-2012, 12:57 PM
ol, okay guys I get your point and it's dauly noted! Thanks!
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