tag:blogger.com,1999:blog-3871409676946408069.post8648350869560534705..comments2023-10-14T03:58:59.333-06:00Comments on The Tao of D&D: Places from Which a Story EvolvesAlexis Smolenskhttp://www.blogger.com/profile/10539170107563075967noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-3871409676946408069.post-66629885938717146182017-12-12T01:00:59.349-07:002017-12-12T01:00:59.349-07:00+1+1Archonhttps://www.blogger.com/profile/17718160700690722856noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-2172409479831906562017-12-06T12:34:56.045-07:002017-12-06T12:34:56.045-07:00+1+1JBhttps://www.blogger.com/profile/03263662621289630246noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-8141921691503001442017-12-04T07:55:22.986-07:002017-12-04T07:55:22.986-07:00I try to actively avoid making my players victims,...I try to actively avoid making my players victims, but I never thought to use that language. <br /><br />Referring to the prior post, my players would be like "oh, I guess we are playing a module or something" if I had the plot crash through a wall like it was the kool-aid man. <br /><br />In my campaign, after any big quest, we usually spend an entire session on debriefing the fallout, and then with me presenting the players with 1-3 hooks as well as saying "you guys can also tell me what you and your characters want to do." They know they are completely free to turn down hooks. <br /><br />My favorite are the quests where they go "we want to do THIS, so our characters will get the information we need to do it, and next session we get right to it."<br /><br />PS: As someone born and raised in NYC who remembers 9/11, I would totally watch that fourth movie. Jameshttps://www.blogger.com/profile/02846071799831004752noreply@blogger.com