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Act structure in adventure design
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<blockquote data-quote="EP" data-source="post: 4715281" data-attributes="member: 41744"><p>All of this sounds like the expectation is to have each act covered in one session and that doesn't have to be the case. Our campaign is built on this very same priniciple (we're actually on "season 2" of the campaign), but each act takes as long as it takes. When it's all said and done, if the players find the pace too slow, they are in control to speed it up. So long as they have everything they need to keep things moving forward, they are in control. The purpose of each act is controlled by the NPCs. So long as the big bad guy is still trying to take over the kingdom, steal the treasure, or sacrifice the princess, the plot points continue.</p><p></p><p>Whenever I write an "episode," I only count on the actions of the NPCs as they are the only constant for a DM. Even then, it's more of the motivations of the NPCs. If the players are nefariously twisting the plot around on its ear, a good villain will have a back-up plan. If anything, having players who take too long on simple tasks is a benefit because that gives me time to come up with a good counter to their latest twist on my original plans. And when I need them to take too long, I just place a magical aura on a door and watch them spend five minutes ensuring the door is safe.</p><p></p><p>Pacing is the responsibility of the players so long as the GM has given them everything they need to pursue their goals. And a quick Intelligence roll in case they forgot.</p></blockquote><p></p>
[QUOTE="EP, post: 4715281, member: 41744"] All of this sounds like the expectation is to have each act covered in one session and that doesn't have to be the case. Our campaign is built on this very same priniciple (we're actually on "season 2" of the campaign), but each act takes as long as it takes. When it's all said and done, if the players find the pace too slow, they are in control to speed it up. So long as they have everything they need to keep things moving forward, they are in control. The purpose of each act is controlled by the NPCs. So long as the big bad guy is still trying to take over the kingdom, steal the treasure, or sacrifice the princess, the plot points continue. Whenever I write an "episode," I only count on the actions of the NPCs as they are the only constant for a DM. Even then, it's more of the motivations of the NPCs. If the players are nefariously twisting the plot around on its ear, a good villain will have a back-up plan. If anything, having players who take too long on simple tasks is a benefit because that gives me time to come up with a good counter to their latest twist on my original plans. And when I need them to take too long, I just place a magical aura on a door and watch them spend five minutes ensuring the door is safe. Pacing is the responsibility of the players so long as the GM has given them everything they need to pursue their goals. And a quick Intelligence roll in case they forgot. [/QUOTE]
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