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07/29/09(Wed)03:48 No.5284201Have plot or world "landmarks" instead of concrete paths for the party to follow. Don't plan in advance that Town A will be at X location - just make a Town A and keep it in reserve, then drop it wherever you need to. Same with NPCs, villains, environments... That way instead of running into problems because your PCs wandered off into the woods instead of going into the mountains, you can simply reshuffle your plot materials and make a good chunk of them still apply in that different area. Only set things in stone once the party has already experienced them, because a return to familiar things is a nice experience for the players and boosts world continuity.
Oh, and be willing to kill your players - but don't WANT to kill your players. There is a balance to be struck between risk and difficulty. Without risk, there's no real compelling threat for the PCs to face... yet at the same time, there's no value or fun in dying because of something completely retarded. Try to let PCs die in notable ways if you're going to kill them - they're the protagonists, they should get suitable protagonisty death scenes. Of course, if someone's being stupidly suicidal sometimes you should just pull the trigger on them to teach them not to be completely retarded. |