Desdichado
Hero
I actually disagree. I've made a career out of GMing games that have the appearance of this level of organization, but it's really me just pulling together stuff that the PCs bite on, and giving it relevence after the fact.I do. I like it both as a player and a GM. I want the campaign to have a clear goal (or goals) from the outset and a definite beginning, middle and end. I feel that it makes the group work together better, and as a GM, it allows me to use many more narrative (in the literary, not GNS meaning) techniques in my game. After all, if there's no obvious plot, then foreshadowing becomes pretty tricky.![]()
You can have the appearance of plot, including all the benefits of narrative techniques (which I agree leads to a much better game (or at least one that I like better (since this particular argument seems to be current in several ongoing threads (and I want to head-off potential misunderstandings (plus I'm trying to set a record for nested parenthetical clauses (in this sentence)))))) **big breath** without actually planning a "plot" up front.
What works for me is instead of plots, hooks. I've got a number of problems built into the architecture of the setting. I've got a number of villains with their own agendas. I plan what their agendas are, to a limited extent, and start them rolling. They don't plan for the PC's actions, so neither do I, or at least I don't plan more than a session or so ahead at best. The "plot" therefore becomes; which villainous agenda offends the PCs the most, and which do they make efforts to stop? The villains obviously need to take steps once the PC's start interfering, but I don't plan any of those steps until the PCs do what they do. I put myself in the villains shoes, and essentially roleplay his actions, rather than a plan per se.
Also; a lot of stuff comes up and the PCs make a big deal of it, when I wouldn't have thought so. This is an opportunity for me to take a cue from what they're interested in and make it important to the campaign, even if I didn't think I was going to. So, the innkeeper at Tavern XYZ was supposed to be just another nameless bit of scenery; his tavern didn't even originally have a name. But the PCs start asking him questions, hanging around, and get the idea that he's up to something. OK, well now he is, then. Taking my direction from the players, I make him something that I never intended to---a spy for the vampire lord, or something. This gives the illusion of a much richer campaign world that has a lot of stuff going on other than what the PCs are doing, even though it actually is just my reaction to the players.
The other thing I do, which is a technique I cribbed from the old Ray Winninger Dungeoncraft articles in the waning years of 2e, is to give secrets to any major campaign element: an NPC, a location, a magic items, etc. There's something secret about it. The PCs may never discover it. I'll drop hints here and there. If they do discover it, especially if it takes them a long time, then again I've created the illusion of a certain kind of depth, and use of narrative techniques, that I didn't actually use.
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