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General Tabletop Discussion
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A different model of adventure writing?
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<blockquote data-quote="Pielorinho" data-source="post: 54421" data-attributes="member: 259"><p>Hmm...I'm not sure I understand what you mean by this. Can you give an example?</p><p></p><p>I do agree with a lot of what you say, though -- and that's actually a difficulty I encounter in my adventures, although sometimes in the other direction. If the PCs go following the wrong lead, they may spend three sessions without seeing any action: if they don't get close enough to the bad guy for the bad guy to notice them, then the bad guy won't retaliate.</p><p></p><p>I don't like the idea of having every encounter in an adventure appear no matter where the PCs go, but on the other hand, I guess there's something to be said for adding clues in if the PCs are having trouble (or making clues subtler if the PCs are breezing through an adventure). I kinda figure you should do either of these things only in drastic cases: if it won't ruin the session to play things straight, then you should play things straight.</p><p></p><p>In my current game, I've been able to play things straight: the bad guys have a plan that they're following as best as they can, and they are altering it in response to the PCs' actions, and they're being as subtle and sneaky and tricky as they can manage. And it's just about right: the PCs are slowly getting closer to the truth. If they were floundering, I might relent, and provide them with an additional clue (perhaps an NPC witnessed a key event, and finally finds them to tell them). If they were scorching their way through the adventure in a single session in a way that would be unsatisfying to them, I might give the bad guy an additional power or two that would prolong the adventure.</p><p></p><p>So, how about modifying the plot-based adventure idea: give a plan for the bad guy, a timeline for the plan, a set of contingency plans the bad guy might take in response to PC actions, and a set of mercy-clues or rat-bastard tricks the DM can use to modify the pacing in extreme circumstances?</p><p></p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 54421, member: 259"] Hmm...I'm not sure I understand what you mean by this. Can you give an example? I do agree with a lot of what you say, though -- and that's actually a difficulty I encounter in my adventures, although sometimes in the other direction. If the PCs go following the wrong lead, they may spend three sessions without seeing any action: if they don't get close enough to the bad guy for the bad guy to notice them, then the bad guy won't retaliate. I don't like the idea of having every encounter in an adventure appear no matter where the PCs go, but on the other hand, I guess there's something to be said for adding clues in if the PCs are having trouble (or making clues subtler if the PCs are breezing through an adventure). I kinda figure you should do either of these things only in drastic cases: if it won't ruin the session to play things straight, then you should play things straight. In my current game, I've been able to play things straight: the bad guys have a plan that they're following as best as they can, and they are altering it in response to the PCs' actions, and they're being as subtle and sneaky and tricky as they can manage. And it's just about right: the PCs are slowly getting closer to the truth. If they were floundering, I might relent, and provide them with an additional clue (perhaps an NPC witnessed a key event, and finally finds them to tell them). If they were scorching their way through the adventure in a single session in a way that would be unsatisfying to them, I might give the bad guy an additional power or two that would prolong the adventure. So, how about modifying the plot-based adventure idea: give a plan for the bad guy, a timeline for the plan, a set of contingency plans the bad guy might take in response to PC actions, and a set of mercy-clues or rat-bastard tricks the DM can use to modify the pacing in extreme circumstances? Daniel [/QUOTE]
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