Players
can turn a good story into a great story, depending on the decisions
they make. In my many years of running RPG games, I've learned that
the best stories can happen when the Game Master is able to improvise
and adapt the story line. Rail-roading players removes from them the
feeling that they have any affect upon the story, so the GM needs to
write his missions with a lot of opportunities for player choice.
It's difficult to do this, though, because you'll find yourself
trying to write branching paths for every possible decision players
might make. Trust me, it's impossible to think of everything! Some
events will happen regardless of what the players decide, and these
“hard events” occur because they are larger than the players—they
are outside the players' sphere of influence. At the same time,
though, players should feel like they are heroes whose decisions are
impacting the story, so the smaller “soft events” should have
eventual impact on the storyline. When you begin the mission and
introduce the mission goals to the players through their Operations
Sergeant (OS), make certain that the goals are actually achievable.
When the mission is finished and the players' characters are
reporting back to their OS, they will feel like the experience
rewards they've earned are fair because each reward is associated
with whether or not they achieved the mission objectives.
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