The players in a tabletop roleplaying game never do what you expect them to.
Case in point: I’ve just started up a campaign of Promethean. It opens with the player characters being drawn to a mysterious, sprawling house, where they discover an otherworldly being called a qashmal who dispenses a cryptic riddle.
This is the second time I’ve run the beginning of this campaign with different players each time. The first group did what I expected: they searched the building top to bottom for clues, then proceeded to follow up on the riddle. This latest group, however, decided against that.
Continue reading Never According to Plan