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Shifting the game on the fly

Started by IceBlinkLuck, December 02, 2010, 12:01:07 AM

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RPGPundit

Dude, if you have a solid idea, and your players are guessing something probable but in fact utterly wrong, that is NOT the time to switch.  That's proof of how awesome the situation is, and the reality of it will blow them away.

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Quote from: RPGPundit;422560Dude, if you have a solid idea, and your players are guessing something probable but in fact utterly wrong, that is NOT the time to switch.  That's proof of how awesome the situation is, and the reality of it will blow them away.

RPGPundit

Yeah - it can be great as a player to be wrong. Genuine surprise is hard to come by, manufactured surprise is cheap. People can usually tell on an instinctual level what they've encountered.
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IceBlinkLuck

Quote from: RPGPundit;422560Dude, if you have a solid idea, and your players are guessing something probable but in fact utterly wrong, that is NOT the time to switch.  That's proof of how awesome the situation is, and the reality of it will blow them away.

RPGPundit

I agree. I've never rewritten scenarios like this before. Over the years I've come to respect the gaming circle I have and the fact they are usually very capable of puzzling out what's going on in the larger picture of the campaign. Also, if they don't figure out what's going on, they are good enough players to roll with the punches afterward. The only reason that I had second thoughts about this plot was that the ghost idea coincidentally dovetailed into events that might or might not happen later on.

Just wanted to have a chance to see what other's thought and if someone could give me a very strong reason to rework it. Again, thanks everyone for the ideas and opinions. :)
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