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<blockquote data-quote="Ycore Rixle" data-source="post: 4695334" data-attributes="member: 675"><p>I'm totally with PC and KM here. I always try to resolve something every game session. It doesn't have to be the big story arc, but it needs to be something substantial, like catching a villain (even if he's only #12 in the command chain), or discovering a map with a secret entrance to the palace, or finding a letter from the king to his mistress that no one knows about, or something.</p><p></p><p>Resolving something every session goes a long way toward making the PCs feel like heroes. There's also something to be said for a single session experience vs. an extended one (Poe talked about this when he wrote about short stories and poems vs. novels; there's something perfect about finishing in one session).</p><p></p><p>Also, like PC says, character actions need to have consequences. Don't feel like you've plotted everything out - or need to plot everything out - before the session. Throw something at the PCs (zombies break into a tavern, an orphan escapes and runs toward the PCs with kobolds chasing him, etc.). Then see what they do. If they knock over a tomato stand during the process, then now the tomato vendor hates them, and he just happens to be the brother of the tax man who's secretly in charge of kidnapping orphans using a kobold necromancy ring working out of the tomato farms around the city.</p><p></p><p></p><p>Another rule that comes to mind after reading your post. You say you don't want to throw players into the overarching story right off the bat. I say, do it. The rule is: use the good stuff first. Always lead with your best stuff.</p><p></p><p>Another rule that might help is: give the players tangible plot-based feedback. Make the treasure relate to the plot. It's not just a spellbook, it's the taxman's spellbook that contains a Zombie spell with a twist: any zombie raised with it has a hollow space in its chest that can hold a kobold pilot or sniper. It's not just gold, it's the deed to the tomato farm and the bulette eggs that have been gestating under the tree for the past two years.</p></blockquote><p></p>
[QUOTE="Ycore Rixle, post: 4695334, member: 675"] I'm totally with PC and KM here. I always try to resolve something every game session. It doesn't have to be the big story arc, but it needs to be something substantial, like catching a villain (even if he's only #12 in the command chain), or discovering a map with a secret entrance to the palace, or finding a letter from the king to his mistress that no one knows about, or something. Resolving something every session goes a long way toward making the PCs feel like heroes. There's also something to be said for a single session experience vs. an extended one (Poe talked about this when he wrote about short stories and poems vs. novels; there's something perfect about finishing in one session). Also, like PC says, character actions need to have consequences. Don't feel like you've plotted everything out - or need to plot everything out - before the session. Throw something at the PCs (zombies break into a tavern, an orphan escapes and runs toward the PCs with kobolds chasing him, etc.). Then see what they do. If they knock over a tomato stand during the process, then now the tomato vendor hates them, and he just happens to be the brother of the tax man who's secretly in charge of kidnapping orphans using a kobold necromancy ring working out of the tomato farms around the city. Another rule that comes to mind after reading your post. You say you don't want to throw players into the overarching story right off the bat. I say, do it. The rule is: use the good stuff first. Always lead with your best stuff. Another rule that might help is: give the players tangible plot-based feedback. Make the treasure relate to the plot. It's not just a spellbook, it's the taxman's spellbook that contains a Zombie spell with a twist: any zombie raised with it has a hollow space in its chest that can hold a kobold pilot or sniper. It's not just gold, it's the deed to the tomato farm and the bulette eggs that have been gestating under the tree for the past two years. [/QUOTE]
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