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better gaming through chemistry
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<blockquote data-quote="Jim Hague" data-source="post: 2692349" data-attributes="member: 17550"><p>Yup. And life's too short to waste it on people who aren't there to both enjoy themselves and help everyone gain enjoyment.</p><p></p><p></p><p></p><p></p><p>Pacing is definitely a part of plot and, IMO, the very hardest part, thanks to the disconnect between realtime and game-time. But yes, hitting them with interesting plot elements at a good, measured rate is definitely something to aim for. Lemme see if I can break a few things down here.</p><p></p><p>PLOT:</p><p></p><p>*Pacing - Making sure events don't move too fast or too slow. Too fast and you get frustration, too slow and you lose interest.</p><p></p><p>*Engaging elements - make sure that the plot structure has something to appeal to the players. If possible, it's a good idea to make the elements personal in some way; an old vendetta, a link to their origins, etc.</p><p></p><p>*Structure, Not Stricture - the plot is, when it's working well, an organic structure. It doesn't only react it <em>acts</em>. By its nature, the structure has to be mutable, adapting to events in the game, both PC and NPC. Plots should always feel like the players are affecting their outcome at every step of the way.</p></blockquote><p></p>
[QUOTE="Jim Hague, post: 2692349, member: 17550"] Yup. And life's too short to waste it on people who aren't there to both enjoy themselves and help everyone gain enjoyment. Pacing is definitely a part of plot and, IMO, the very hardest part, thanks to the disconnect between realtime and game-time. But yes, hitting them with interesting plot elements at a good, measured rate is definitely something to aim for. Lemme see if I can break a few things down here. PLOT: *Pacing - Making sure events don't move too fast or too slow. Too fast and you get frustration, too slow and you lose interest. *Engaging elements - make sure that the plot structure has something to appeal to the players. If possible, it's a good idea to make the elements personal in some way; an old vendetta, a link to their origins, etc. *Structure, Not Stricture - the plot is, when it's working well, an organic structure. It doesn't only react it [i]acts[/i]. By its nature, the structure has to be mutable, adapting to events in the game, both PC and NPC. Plots should always feel like the players are affecting their outcome at every step of the way. [/QUOTE]
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