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Contrivance in story dynamics
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8826965" data-attributes="member: 82106"><p>Right, I contrast [USER=6696971]@Manbearcat[/USER]'s 4e description with the EARLY play in my first 4e campaign in 2008. There was a big forest full of dangerous stuff where the PCs spent a bunch of time, and when I constructed it (and here we see one point, the layout of this place was entirely constructed by me, and I decided what was in it, mostly based on things that existed there in a previous campaign back in the 1990s). There was a 'twist' mechanic that I created, which was basically a wandering monster table, though each element on it was unique and would only appear once. Still, it was pretty old-school at that point. Player quests weren't really factored in, the 'stuff' that was present wasn't too tightly coupled to PC build/backstory/player input, etc. It worked OK, but I would definitely approach that rather differently today. The players, back then, attached themselves to things they found interesting, and eventually built on that pretty heavily, so one PC found an artifact that was tied to her family heritage, another found a different artifact that lead to a story arc the player had clearly signaled during character creation, etc. </p><p></p><p>I guess that might also hint at the existence of a continuum here. SOME of the play process drew from older and more 'trad' (or if you prefer maybe neo-trad) conceptions of D&D play, and some of it drew more heavily from a bit less traditional and closer to player-centered story play.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8826965, member: 82106"] Right, I contrast [USER=6696971]@Manbearcat[/USER]'s 4e description with the EARLY play in my first 4e campaign in 2008. There was a big forest full of dangerous stuff where the PCs spent a bunch of time, and when I constructed it (and here we see one point, the layout of this place was entirely constructed by me, and I decided what was in it, mostly based on things that existed there in a previous campaign back in the 1990s). There was a 'twist' mechanic that I created, which was basically a wandering monster table, though each element on it was unique and would only appear once. Still, it was pretty old-school at that point. Player quests weren't really factored in, the 'stuff' that was present wasn't too tightly coupled to PC build/backstory/player input, etc. It worked OK, but I would definitely approach that rather differently today. The players, back then, attached themselves to things they found interesting, and eventually built on that pretty heavily, so one PC found an artifact that was tied to her family heritage, another found a different artifact that lead to a story arc the player had clearly signaled during character creation, etc. I guess that might also hint at the existence of a continuum here. SOME of the play process drew from older and more 'trad' (or if you prefer maybe neo-trad) conceptions of D&D play, and some of it drew more heavily from a bit less traditional and closer to player-centered story play. [/QUOTE]
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Contrivance in story dynamics
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