
>From: Brian Koppi>If only someone had told me this when I was first starting out. I >fell into so many traps by outlining an adventure based on assumed >character actions and player choices. Amen. A little over ten years ago, I had a hard lesson on this one. It was Shadowrun and I was running the original Harlequin book. This one interlude scene required that the players get set up, and are trapped and under heavy fire. Suddenly, a van rolls up driven by a total stranger, yelling, "Get in!" The plot at this point hinged on the fact that the PCs would "obviously" decide to get in this van with a stranger to get out of this firefight. It never occurred to me to question that as I read it through, but there way NO WAY my players were getting in that damn van. Sorry, but they'll take their chances with the cops. I was stumped. The book SAID they'd get in the van. Hell, it REQUIRED that they get in the van. I panicked and forced them in. It sucked. The whole rest of that interlude was wasted. In retrospect, the grand meta-plot would not have suffered at all if they had simply avoided that whole mess, and I should have let them do it, but I simply hadn't thought it out ahead of time and wasn't ready for it. So yeah--plan a lot, but never count on the players to perform ANY specific action. Give them lots of opportunities, but if they go off the wall and screw your entire plan... let them. Roll with it and keep going. So what if you have to throw away 10 pages of planned material? Your players will pat themselves on the back for months for their cleverness, and forever that will be one of their most fondly remembered moments. Mike Jones ---------------------------------------------------------------- GMAST Home Page: http://www.phoenyx.net/gmast/