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General Forge Forums => Actual Play => Topic started by: Robert Bohl on November 30, 2004, 04:44:50 PM

Title: [WoD 2.0] Freak Jersey, session 2 planning notes
Post by: Robert Bohl on November 30, 2004, 04:44:50 PM
Okay, some notes about this.  First, this is my Freak Jersey (http://rci.rutgers.edu/~bowell/freak/) chronicle and you can view a story hour (http://rci.rutgers.edu/~bowell/freak/20041120.html) of the last session if you wish at the chronicle website.

After a disappointing experience with a more "open" session design than I was normally used to, and after talking about it with Paka/Judd, he suggested I post something along the lines of my normal notes.  He feels the notes I have always produced ahead of time likely include some "natural" Bangs that were not constructed as such.

Now, the below is more or less how I plan most of my games.  Big difference is that things are usually more linear.  I.e., A is likely to lead to B is likely to lead to C.  Here, I have instead detailed a few major plot lines that are hanging over from the prior session, how I could see them getting investigated by the characters, and some ideas from me on how to use them.  I've included a few additional kookie whoozits at the end that don't necessarliy apply to the plot in case I want to use them.  The dog thing will almost definitely happen.

Note these are very, very spare.  They're more or less reminders to me of what I might want to do.  If you have a question about any of them, let me know.  Hopefully this will be useful or interesting or at least worthy of discussion.

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