hawkeyefan
Legend
I think my views here are probably a bit harder than yours! That's in part because I'm still waiting for the play examples that will contradict the idea. Mostly when I see accounts of node-based design, the three clue rule and similar techniques they are all about ensuring that a certain set of situations, and/or consequences, comes to pass. The players don't provide the stakes of, or the motivations for, the action that is the focus of play.
I see your point. I just expect there would still be other opportunities for the authentic kind of expression by participants even if there are moments of play without that opportunity.
That doesn't sound like "three clue" or "node based" play.
Yeah, I didn’t deploy any of those methods. I introduced the mystery just to give the players motivation to get started and interact with the NPCs. I could have very easily tried to keep the game focused on the story of the previous cell and why they’d been discovered and killed. I could have planted clues about that in different areas, I could have had other elements point back to that, and so on. I didn’t want to do that, though. I just wanted to see what the llayers would have the characters do.
What we all got was, I expect, very much along the lines what you’re talking about. Each of the three PCs had quite a journey, nothing that anyone would have predicted based on the basic premise of learning what happened to the previous cell. Things went in all kinds of directions. And although they did eventually learn about the other cell, by that point it was almost an afterthought compared to their other goals and priorities at that point.