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From: Sven De Herdt Sven.DeHerdt@******.com
Subject: Help GM in despair
Date: Wed, 21 Jun 2000 23:19:34 +0200
Marc Renouf wrote:

> So basically getting away with it can be worse then getting sent
> up the river. It's all in your power as the GM to make them
> think about
> the consequences of their actions.

Since a while I usually take notes when my players tend to screw something
up. Once in a while one of these notes make it into a small intermediate
plot where the players notice that their actions have indeed consequences.

Also I tend to have the characters lives go on in between adventures and so
do the actions of NPCs. More and more after each session my players tell me
what his character is planning to do next. I really love it that way the
game keeps on going and it's a lot easier to find plot hooks and so on.

Last session one of my players told me he really liked the way his character
had to think and do more things than just getting through each adventure, he
felt like his character's live was of importance has well. No need to say
this pleased me and was really motivating.

Do any of you take the lives of both PCs and NPCs into account or do you go
from adventure to adventure or from campaign to campaign?

Just my thougts,

-Sven :)
--

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