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I’m trying to keep the actual “rooms” from becoming too formulaic, it’s the episodic part that’s got me a little worried. I want my players to control the story but they’re being sent on away missions so I’m worried they feel like they’re just checking boxes:

  • get to know the locals
  • find the reason they’re there
  • gather info
  • find/kill the X but, oh no/yay, here comes Y
  • repercussions for finding/killing (or not) the X
  • possibly stay and party with the ewoks for a while
  • head home

Of course, the missions they go on are not happening in a vacuum and affect other missions and the overall story and they choose the missions.

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That sounds to me like the standard rinse-and-repeat for most D&D-style TTRPGs. Are your players complaining?

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They aren’t, I should definitely keep that in mind

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