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General Tabletop Discussion
*TTRPGs General
Adventures with extensive backstory
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<blockquote data-quote="Tristissima" data-source="post: 7514325" data-attributes="member: 6162"><p>I think it might be more useful to create a split taxonomy:</p><ul> <li data-xf-list-type="ul">Scenarios: one-off little bits that just need the slightest bit of backstory ~ maybe 1% of the words used to describe the actual events, or less</li> <li data-xf-list-type="ul">Modules: intended to be incorporated into larger campaigns, whether as part of a published path or slotted into/inspiring a DM's own overarching campaign.</li> <li data-xf-list-type="ul">Adventures: Somewhere in between, with something closer to the current paradigm of backstory</li> </ul><p></p><p>Modules require as much, or maybe even more, backstory than the paradigm Morrus is complaining about, but it would also have to be done in a very different way. Module backstory wouldn't be a <strong>story</strong>, it would be a toolkit for character creation and an influence on prior adventures. Not "Khelben Blackstaff did such and such", but "work with one of your players to develop a wizard NPC in their backstory, who should see the world significantly differently from consensus reality and have massive agency from money or magical power or something else ~ establish that with the player ~ in the first module/episode they should do something kinda like this (here's some ideas: [insert list]), about three modules/episodes before this one, [something else], and immediately prior to running this module, they should [something else]"</p><p></p><p>This is similar to the bullet point lala other qweens have been mentioning, but focuses less on establishing facts (other than those strictly speaking necessary ~ like the existence of Waterdeep or the Rod of Seven Parts or the nature of magic or whatever) and more on creating workable examples with your players and weaving the various modules together.</p></blockquote><p></p>
[QUOTE="Tristissima, post: 7514325, member: 6162"] I think it might be more useful to create a split taxonomy: [LIST] [*]Scenarios: one-off little bits that just need the slightest bit of backstory ~ maybe 1% of the words used to describe the actual events, or less [*]Modules: intended to be incorporated into larger campaigns, whether as part of a published path or slotted into/inspiring a DM's own overarching campaign. [*]Adventures: Somewhere in between, with something closer to the current paradigm of backstory [/LIST] Modules require as much, or maybe even more, backstory than the paradigm Morrus is complaining about, but it would also have to be done in a very different way. Module backstory wouldn't be a [B]story[/B], it would be a toolkit for character creation and an influence on prior adventures. Not "Khelben Blackstaff did such and such", but "work with one of your players to develop a wizard NPC in their backstory, who should see the world significantly differently from consensus reality and have massive agency from money or magical power or something else ~ establish that with the player ~ in the first module/episode they should do something kinda like this (here's some ideas: [insert list]), about three modules/episodes before this one, [something else], and immediately prior to running this module, they should [something else]" This is similar to the bullet point lala other qweens have been mentioning, but focuses less on establishing facts (other than those strictly speaking necessary ~ like the existence of Waterdeep or the Rod of Seven Parts or the nature of magic or whatever) and more on creating workable examples with your players and weaving the various modules together. [/QUOTE]
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