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<blockquote data-quote="TruffleGrubber" data-source="post: 225301" data-attributes="member: 4463"><p>I approach my games in a similar manner- basically I set up the major conflicts of the campaign, a time table for their resolution without player intervention and potential roles the players might play in thier resolution. In addition I come up with a list of 10 to 20 side plots that are specific to each character and his or her background that I can interject when the central action hits a lull- these are also things that can suffer due to the character having to pay more attention to 'larger' things. I then start the campaign. I view my role as playing the environment and reacting to the players, complete ad-lib. I prepare for games by considering the effects the players have had on their environment, potential repercussions on the characters and generating any major NPC's that I need to.</p><p></p><p> My point in going into that much detail, is to illustrate the fact that comparing games such as yours and mine to writing works of fiction (literary, genre or the realm in between) is like comparing Quantum Mechanics with Newtonian Physics. </p><p></p><p> </p><p></p><p> This is something I don't understand. There are <em>alot</em> of GM's out there (myself included) that <strong>don't</strong> buy published adventures simply for the fact that they are (almost without exception) too structured. I think writing for those GM's would not be any harder than writing within the current style of modules. Basically one would write the adventure for a specific setting (Harn -gotta get my plug in <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" />, Kalamar, or whatever). Have an introduction of how to approach and run the adventure. Then detail the adventure's setting, the conflicts and NPC's. Provide good solid content (maps, background, character detail, etc...) rather than page after page of Grey Text Boxes to be read to the players or flow charts that will ultimately fail to depict the path your players will take.</p><p></p><p></p><p> A bit off the subject of your thread, but those parts of your post reflected something that's been on my mind lately.</p></blockquote><p></p>
[QUOTE="TruffleGrubber, post: 225301, member: 4463"] I approach my games in a similar manner- basically I set up the major conflicts of the campaign, a time table for their resolution without player intervention and potential roles the players might play in thier resolution. In addition I come up with a list of 10 to 20 side plots that are specific to each character and his or her background that I can interject when the central action hits a lull- these are also things that can suffer due to the character having to pay more attention to 'larger' things. I then start the campaign. I view my role as playing the environment and reacting to the players, complete ad-lib. I prepare for games by considering the effects the players have had on their environment, potential repercussions on the characters and generating any major NPC's that I need to. My point in going into that much detail, is to illustrate the fact that comparing games such as yours and mine to writing works of fiction (literary, genre or the realm in between) is like comparing Quantum Mechanics with Newtonian Physics. This is something I don't understand. There are [i]alot[/i] of GM's out there (myself included) that [b]don't[/b] buy published adventures simply for the fact that they are (almost without exception) too structured. I think writing for those GM's would not be any harder than writing within the current style of modules. Basically one would write the adventure for a specific setting (Harn -gotta get my plug in ;), Kalamar, or whatever). Have an introduction of how to approach and run the adventure. Then detail the adventure's setting, the conflicts and NPC's. Provide good solid content (maps, background, character detail, etc...) rather than page after page of Grey Text Boxes to be read to the players or flow charts that will ultimately fail to depict the path your players will take. A bit off the subject of your thread, but those parts of your post reflected something that's been on my mind lately. [/QUOTE]
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