Chosen Ones, Part 18 (Patreon)
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We'll get one more in before the year is up!
Often, in a game like this, I find players can occasionally get too wrapped up in something an NPC said, to the point where if they're given contradictory signals or misinformation, they wind up taking bizarre turns or run aground on the whole event. Part of this, I think, stems from losing sight of the objective and having social challenges become more complicated. If an NPC told you to move a mountain three inches, most players would know they're being given an impossible task, but "Please make my father love me," sounds just plausible enough to be achieved. Players used to taking directions from "quest givers" are especially easy to trip up with this stuff, because they think there must be an answer somewhere. In this case for our story, you can't make an insane man less insane, but you can absolutely appeal to his insanity!