I've written my basic plot, I know
generally how I want things to proceed, but the problem is one I'm
faced with every time I sit down to start working on a new mission.
That problem is that this game is so open-ended: the players can do
anything. That is the strength of table-top role-playing games,
because there are no pre-programmed parameters (like in a video game)
that restrict a player from choices. However, it is also one of the
biggest challenges I face, because I have a story I want told and yet
I don't want to railroad the players along. Giving players specific
mission goals helps, and the experience point system revolves around
objectives completed, so that does make things easier. Yet it is
difficult to avoid trying to anticipate every player choice and write
if/then scenarios for every imagined instance. The thing that has
worked best for me is to set forth how each person they encounter
will function according to preset motivations. If a bad-guy is
fanatically committed to his cause, I'll indicate in the mission that
no amount of persuasion will deter him, and that he will do whatever
he must to achieve his goals. Then, I leave the rest to the MC—he'll
just have to play out that personality in every situation the players
generate.
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