Just finished the Side Quests episode. This isn't directly related, but it made me think of it along the theme of player choice and main plots. One thing I like to do when real life time is important, or I want to advance the plot but not feel like I'm railroading is to provide only the illusion of choice. A really basic example of this is if you want the players to go from room A to room B it doesn't matter which hallway they take, the first one leads to room B.
Shared publiclyView activity