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Act structure in adventure design
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<blockquote data-quote="Janx" data-source="post: 4719868" data-attributes="member: 8835"><p>Go back and re-read the last post, or better yet, today's blog entry where I expound on it more. And read What CharlesRyan said. We're all about avoiding hard-coded super-detailed scripts. It's outlines.</p><p></p><p>But even then, sticking with the term "script" I would say the GM's job is to invent plausible consequences for PC actions. Regardless of his motive, that is the point of running a simulation or narrativist game.</p><p></p><p>Furthermore, it is reasonable and rational for the GM to funnel the characters to get back to the ending. To do otherwise would create more work (having to invent more material), defy internal logic of the game world (the murderer's identity does/doesn't change, just because the party investigates the wrong person. The GM makes it all work, to maintain consistency and pacing.</p><p></p><p>It's like I said before, if the party doesn't want to complete the mission, they accept the consequences of failure. That's not rail-roading, it's cause and effect. It just happens to also help the GM's goal of running a story about a murder mystery where the butler did it.</p><p></p><p>If the party is working on the mission, and just not doing the right thing, a DM is at risk of railroading, but the solution is to adjust the "script" to get things back on schedule.</p><p></p><p>If the murderer is the butler, and you investigate the flower garden, where the butler never goes, it's not railroading to change my notes such that you find a new clue there that leads to the butler, or to make it so the butler DID go to the garden. It's not like you're NOT trying to find the murderer, the GM is trying to help the party complete the goal the party accepted, which is to find the murderer.</p><p></p><p>Talking about railroading, really is a side-topic. There's other threads on it. Nobody here wants to rail-road. We're not trying to design a rail-roady system and we're cognizant of the pitfalls to avoid. We're simply looking at how to organize our adventure so it is cohesive, rational, and makes a good story as the party goes through it.</p></blockquote><p></p>
[QUOTE="Janx, post: 4719868, member: 8835"] Go back and re-read the last post, or better yet, today's blog entry where I expound on it more. And read What CharlesRyan said. We're all about avoiding hard-coded super-detailed scripts. It's outlines. But even then, sticking with the term "script" I would say the GM's job is to invent plausible consequences for PC actions. Regardless of his motive, that is the point of running a simulation or narrativist game. Furthermore, it is reasonable and rational for the GM to funnel the characters to get back to the ending. To do otherwise would create more work (having to invent more material), defy internal logic of the game world (the murderer's identity does/doesn't change, just because the party investigates the wrong person. The GM makes it all work, to maintain consistency and pacing. It's like I said before, if the party doesn't want to complete the mission, they accept the consequences of failure. That's not rail-roading, it's cause and effect. It just happens to also help the GM's goal of running a story about a murder mystery where the butler did it. If the party is working on the mission, and just not doing the right thing, a DM is at risk of railroading, but the solution is to adjust the "script" to get things back on schedule. If the murderer is the butler, and you investigate the flower garden, where the butler never goes, it's not railroading to change my notes such that you find a new clue there that leads to the butler, or to make it so the butler DID go to the garden. It's not like you're NOT trying to find the murderer, the GM is trying to help the party complete the goal the party accepted, which is to find the murderer. Talking about railroading, really is a side-topic. There's other threads on it. Nobody here wants to rail-road. We're not trying to design a rail-roady system and we're cognizant of the pitfalls to avoid. We're simply looking at how to organize our adventure so it is cohesive, rational, and makes a good story as the party goes through it. [/QUOTE]
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