The Forge Forums Read-only Archives
The live Forge Forums
|
Articles
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
March 05, 2014, 11:00:53 AM
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Forum changes:
Editing of posts has been turned off until further notice.
Search:
Advanced search
275647
Posts in
27717
Topics by
4283
Members Latest Member:
-
otto
Most online today:
55
- most online ever:
429
(November 03, 2007, 04:35:43 AM)
The Forge Archives
General Forge Forums
First Thoughts
(Moderator:
Ron Edwards
)
[Avalanche] - Should prewritten scenarios be about the PCs ?
Pages:
1
2
[
3
]
« previous
next »
Author
Topic: [Avalanche] - Should prewritten scenarios be about the PCs ? (Read 5910 times)
contracycle
Member
Posts: 2807
Re: [Avalanche] - Should prewritten scenarios be about the PCs ?
«
Reply #30 on:
March 07, 2006, 01:04:42 AM »
Quote from: Sempiternity on March 06, 2006, 11:22:05 AM
The problem with choosing "might" over "must" is that the players end up skipping the events and not using the structure framework.
(This is the "wasted GM effort" thing, but in the case of a purchased module it is really more of a user experience issue - you want people to use as much of your product as possible and enjoy doing so.)
Your'e attributing motive here. Ther producer of a product primarily wants it to sell, that is all. For the most part they don;t care whether you use it as directed or as a doorstop.
Now the virtue here is that this work got done. It may be that for the specific incidents of my game, it made sense to skip chunks of this external plot. But then, its not MY efforts and time that are wasted, I have paid someone to do this for me, and probably I lose is about 10c worth of print and paper. And I still have an environment in which these issues are relevant; even if the players missed a bit, the world would still go on around them and retain its own continuity,
Quote
If the players know that they must become involved in an event,
They will only know as much as any CHARACTER knows. I don't believe any direct player engegement with the structure has been proposed, its a GM tool.
Quote
but also know that they decide how their characters become involved and how they resolve the situation, is that still "railroading"?
No, that is "actual play". These decisions are made in play, by players acting through their characters. The characters will be engaged if it touches them or interests them; the situation will be resolved by how they respond and ther decisions they make.
Logged
Impeach the bomber boys:
www.impeachblair.org
www.impeachbush.org
"He who loves practice without theory is like the sailor who boards ship without a rudder and compass and never knows where he may cast."
- Leonardo da Vinci
pells
Member
Posts: 192
Re: [Avalanche] - Should prewritten scenarios be about the PCs ?
«
Reply #31 on:
March 07, 2006, 06:27:15 AM »
I'll comment some more, althougth David and Contracycle pretty much covers it all.
Quote
The problem with choosing "might" over "must" is that the players end up skipping the events and not using the structure framework.
Must
doesn't exist in what I do, as there is no mention of the PCs.
Quote
Now the virtue here is that this work got done. It may be that for the specific incidents of my game, it made sense to skip chunks of this external plot. But then, its not MY efforts and time that are wasted, I have paid someone to do this for me, and probably I lose is about 10c worth of print and paper. And I still have an environment in which these issues are relevant; even if the players missed a bit, the world would still go on around them and retain its own continuity,
That's pretty much the idea. And I'll even go one step foreword. If you buy my product, you know beforehand that you'll only use about 20-30% of it. Your PCs cannot take part in all the events, all the plots. It migth be strange to say this, but this is
how you take the most
out of my product.
Quote
Naturally, you have to be somewhat vauge in describing future events, but what do we do when we have the PCs destroy the artifact, conquer both goblin tribes, and kick the crap out of Mr. X?
In complement to David's comment, what is the best way to manage the players' impact, having a single linear plot all about them or multi plot not related to them ? Even if they make major changes in a plot, then your players will have, let's say destroy about 20% of the web. There would still be 80% untouched.
Since I want to cover many plots, I cannot go into details for any of them. If I was to transposed Avalanche into a novel, the number of pages would be something like 5 times higher. This brings me back to the storyboard idea.
Note : sorry for that, but I love this idea of storyboard !!!
Logged
Avalanche
StefanDirkLahr
Member
Posts: 79
Re: [Avalanche] - Should prewritten scenarios be about the PCs ?
«
Reply #32 on:
March 07, 2006, 09:47:18 AM »
Sorry about all that - I guess i was getting too outside of the box, the topic. I just like the idea of having a structured array of events to play off of in an open-ended manner, and i was carried away.
I'll stop pestering you all - Good luck with the module!
Logged
Stefan Dirk Lahr, dreaming the impossible dream
Pages:
1
2
[
3
]
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Welcome to the Archives
-----------------------------
=> Welcome to the Archives
-----------------------------
General Forge Forums
-----------------------------
=> First Thoughts
=> Playtesting
=> Endeavor
=> Actual Play
=> Publishing
=> Connections
=> Conventions
=> Site Discussion
-----------------------------
Archive
-----------------------------
=> RPG Theory
=> GNS Model Discussion
=> Indie Game Design
-----------------------------
Independent Game Forums
-----------------------------
=> Adept Press
=> Arkenstone Publishing
=> Beyond the Wire Productions
=> Black and Green Games
=> Bully Pulpit Games
=> Dark Omen Games
=> Dog Eared Designs
=> Eric J. Boyd Designs
=> Errant Knight Games
=> Galileo Games
=> glyphpress
=> Green Fairy Games
=> Half Meme Press
=> Incarnadine Press
=> lumpley games
=> Muse of Fire Games
=> ndp design
=> Night Sky Games
=> one.seven design
=> Robert Bohl Games
=> Stone Baby Games
=> These Are Our Games
=> Twisted Confessions
=> Universalis
=> Wild Hunt Studios
-----------------------------
Inactive Forums
-----------------------------
=> My Life With Master Playtest
=> Adamant Entertainment
=> Bob Goat Press
=> Burning Wheel
=> Cartoon Action Hour
=> Chimera Creative
=> CRN Games
=> Destroy All Games
=> Evilhat Productions
=> HeroQuest
=> Key 20 Publishing
=> Memento-Mori Theatricks
=> Mystic Ages Online
=> Orbit
=> Scattershot
=> Seraphim Guard
=> Wicked Press
=> Review Discussion
=> XIG Games
=> SimplePhrase Press
=> The Riddle of Steel
=> Random Order Creations
=> Forge Birthday Forum