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Spring-trapped #23 - Carrot on a Stick

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Description

Awhile back, I was reading a GMing guide that talk about keeping plot rolling for your PCs. Its suggestion: figure out what it is that each PC really wants, then give them the chance to get it. Thinking like that helped in answering the question 'why would Springtrap bother with this?'

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Transcript:

PANEL 1:

Fredbear: I know you hate it here, Springtrap. I won't say I'm surprised. This isn't exactly an eternal reward.

PANEL 2:

Springtrap: Tell me something I don't know.

PANEL 3:

Fredbear: I told you before. The point of this is to see if you can be less awful.

PANEL 4:

Fredbear: Do some good, show some progress instead of remaining a complete waste? You could be moved to somewhere less..ironic.

PANEL 5:

Springtrap: Yeah? What kind of 'good'?

Fredbear: Find the clock.

PANEL 6:

Fredbear: Before you go through the passage, go back. Find the clock. It's not the only one. But this is the first step.

FNAF and all its characters belong to Scott Cawthon, not me.
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