Mar. 19th, 2019

jack: (Default)
1. Don't plan a sequence of things, plan things you can slot together.

Don't plan a series of combats, or a series of clues, or a series of social encounters. Plan enemy groups, locations, clues, interesting NPCs with their own agendas. Things will never go how you expect. But if you have that flexible preparation, you can present something appropriate in response, as opposed to just forcing the party onto the next step of your original plan.

Pace too slow? You can have the goblin hit squad catch up with the party now, rather than waiting until the party get to the Expected Location For the Goblin Assassin Ambush. Player has a surprisingly effective way of finding stuff out? Throw one of the clues you'd expected to find later at them. Party not feeling challenged? Use some more of the enemy combatants they might not otherwise have encountered. Party flailing, not sure where the plot is? Let them find one of the clues you prepared. Party go somewhere you didn't expect? Have them meet one of the NPCs. Party talk to NPC? Have the NPC react in character, don't worry if that helps or hinders.

Soon you'll feel excited not depressed when the party do something unexpected and it will reveal interesting parts of your preparation you hadn't thought of instead of throwing it into disarray.

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