Forum changes: Editing of posts has been turned off until further notice.
Started by Darcy Burgess, June 21, 2006, 10:24:15 AM
Quote from: Darcy Burgess on June 27, 2006, 08:07:06 PMThis one's a multi-headed monster. But these individual issues seemed to crop up en masse several times throughout play: · Multiple "named" NPCs always seemed to be working as a group -- which barely improves their efficacy. · What's an effective technique for handling multiple parallel conflicts (parallel = occur at same time & in same place, but not necessarily with compatible stakes). · A specific case: the Dogs decide to gather all the NPCs into the same room, with the agenda of "sorting out the town's troubles". How do I stop this from devolving into one big messy (mechanical) conflict centering around stakes like "fix the town"? I know those aren't the best stakes in the world -- they're not focused enough. But one thing I find daunting in Dogs as in other games is handling scenese with large groups of people, many of whom are going in multiple dramatic directions.So, someone wade in with their +2 wyrmslayer, ok?