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<blockquote data-quote="Guest 7034872" data-source="post: 8543165"><p>Yep, this one I've already done. When I started writing, I resolved that any plot element so important that it must happen needed <em>at least</em> four different ways for players to achieve it and at least three different ways for them to discover it as a goal. This also means if clue #2 depends on clue #1, then between them there should be 16 different independent ways of getting there.</p><p></p><p>Ohhh, believe me: I'm all over that one. One of the most frustrating things to me about the old adventure computer games of the 90s was the way everything would just sit there and wait for the player to interact with it. There is no sitting around and waiting with my NPCs--that's for sure.</p><p></p><p>Hm. I <em><u>do</u></em> have a script for the expected possible endings, but it's a script with ten different scenarios I've been able to foresee. It may be that I need to expand that list or perhaps broaden the range of possible ways various NPC groups react to players' choices. I will look hard at what I have there and consider expanding it.</p><p></p><p>On advice from Cody Lewis' Taking20 YT channel, I also resolved to keep re-editing future chapters in response to whatever wild 'n' crazy things the players generate each week. Until the session actually begins, each chapter they haven't completed is, almost by definition, a rough draft. Players' choices determine what the finished draft looks like.</p><p></p><p>Thanks for the tips!</p></blockquote><p></p>
[QUOTE="Guest 7034872, post: 8543165"] Yep, this one I've already done. When I started writing, I resolved that any plot element so important that it must happen needed [I]at least[/I] four different ways for players to achieve it and at least three different ways for them to discover it as a goal. This also means if clue #2 depends on clue #1, then between them there should be 16 different independent ways of getting there. Ohhh, believe me: I'm all over that one. One of the most frustrating things to me about the old adventure computer games of the 90s was the way everything would just sit there and wait for the player to interact with it. There is no sitting around and waiting with my NPCs--that's for sure. Hm. I [I][U]do[/U][/I] have a script for the expected possible endings, but it's a script with ten different scenarios I've been able to foresee. It may be that I need to expand that list or perhaps broaden the range of possible ways various NPC groups react to players' choices. I will look hard at what I have there and consider expanding it. On advice from Cody Lewis' Taking20 YT channel, I also resolved to keep re-editing future chapters in response to whatever wild 'n' crazy things the players generate each week. Until the session actually begins, each chapter they haven't completed is, almost by definition, a rough draft. Players' choices determine what the finished draft looks like. Thanks for the tips! [/QUOTE]
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