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General Tabletop Discussion
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Adventures v. Situations (Forked from: Why the World Exists)
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<blockquote data-quote="ThirdWizard" data-source="post: 4705615" data-attributes="member: 12037"><p>I have a problem with this entire discussion.</p><p></p><p>During a session, I drop plot hooks, references, and generally give the PCs tons of leeway to choose where to go next, what to do, and how to do it. <em>However</em>, I ask at the end of the session what their plans are for the next one. They might choose one thing, another, something totally random that I didn't expect. But, I write around it for the next session, based totally on what they want to do. This way, I don't have to make up too much on the fly, I can plan out crazy plots and weave things together in my spare time instead of during the game, and the game gets a lot more detail put into it than otherwise it would.</p><p></p><p>The PCs recently went after a plot hook in my game that was in a table of Streetwise checks something along the lines of "Priest of Ioun needs help investigating ruins" and it turned into a crazy exploration of a buried city of the old Sorcerer-king including burial grounds for his apprentices, research gone awry, a cult of ghoul worshipping grimlocks, and a portal to the Shadowfell deep underground. And they had to leave before they finished looking through the whole thing! I couldn't have made such an interesting dungeon on the fly for them if it had been purely "situation" and the adventure would never have been written if the PCs didn't have the chance to jump at one of twenty or thirty plot hooks that I created on whims.</p><p></p><p>I wouldn't call my game what people describe as "adventure" or "situation" driven. I get to make the most of my limited time while still giving the players the freedom to act as they see fit. Win-win.</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 4705615, member: 12037"] I have a problem with this entire discussion. During a session, I drop plot hooks, references, and generally give the PCs tons of leeway to choose where to go next, what to do, and how to do it. [i]However[/i], I ask at the end of the session what their plans are for the next one. They might choose one thing, another, something totally random that I didn't expect. But, I write around it for the next session, based totally on what they want to do. This way, I don't have to make up too much on the fly, I can plan out crazy plots and weave things together in my spare time instead of during the game, and the game gets a lot more detail put into it than otherwise it would. The PCs recently went after a plot hook in my game that was in a table of Streetwise checks something along the lines of "Priest of Ioun needs help investigating ruins" and it turned into a crazy exploration of a buried city of the old Sorcerer-king including burial grounds for his apprentices, research gone awry, a cult of ghoul worshipping grimlocks, and a portal to the Shadowfell deep underground. And they had to leave before they finished looking through the whole thing! I couldn't have made such an interesting dungeon on the fly for them if it had been purely "situation" and the adventure would never have been written if the PCs didn't have the chance to jump at one of twenty or thirty plot hooks that I created on whims. I wouldn't call my game what people describe as "adventure" or "situation" driven. I get to make the most of my limited time while still giving the players the freedom to act as they see fit. Win-win. [/QUOTE]
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