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Act structure in adventure design
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<blockquote data-quote="Badjak" data-source="post: 4716003" data-attributes="member: 58103"><p>I liked both the the three-act structure of the OP and the "Chekov's Gun" idea. I think the major asset of Chekov's gun is that it makes lvl 1-5 play feel much more relevance. Usually when I DM a game from lvl 1-5, I have a hard time tying it in to whatever large world-ending plot I have just because creating a scenario that's large enough to be epic, but also small enough that lvl 1 characters can be relevant is incredibly difficult. Generally, I end up using the first few level as 1-shots before I hit the real adventure path I have planned so that the characters bond and everyone figures out what everyone else does. But Chekov's gun is really cool because it means that characters can eventually find that the small regional adventures they were having at 1rst level eventually tie in to something much grander. The problem is, I think, the same problem in movies with Chekov's gun. Canny players recognizing that something your pretending is insignificant, isn't, and then they mess with it. Like "I'll just grab that strange painting you spent five minutes describing in the inn above the mantle piece, because I'm five levels from now, it will suddenly become very important to the plot. It's a good thing there were no Dungeon and Dragon's characters in "The Hunt for Red October". In the first five minutes of the movie, they would have killed the cook because "you know he just seemed kind of suspicious."</p></blockquote><p></p>
[QUOTE="Badjak, post: 4716003, member: 58103"] I liked both the the three-act structure of the OP and the "Chekov's Gun" idea. I think the major asset of Chekov's gun is that it makes lvl 1-5 play feel much more relevance. Usually when I DM a game from lvl 1-5, I have a hard time tying it in to whatever large world-ending plot I have just because creating a scenario that's large enough to be epic, but also small enough that lvl 1 characters can be relevant is incredibly difficult. Generally, I end up using the first few level as 1-shots before I hit the real adventure path I have planned so that the characters bond and everyone figures out what everyone else does. But Chekov's gun is really cool because it means that characters can eventually find that the small regional adventures they were having at 1rst level eventually tie in to something much grander. The problem is, I think, the same problem in movies with Chekov's gun. Canny players recognizing that something your pretending is insignificant, isn't, and then they mess with it. Like "I'll just grab that strange painting you spent five minutes describing in the inn above the mantle piece, because I'm five levels from now, it will suddenly become very important to the plot. It's a good thing there were no Dungeon and Dragon's characters in "The Hunt for Red October". In the first five minutes of the movie, they would have killed the cook because "you know he just seemed kind of suspicious." [/QUOTE]
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