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"Conspiracy" Fantasy: have you ever done it?
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<blockquote data-quote="Nisarg" data-source="post: 2039828" data-attributes="member: 19893"><p>I would give you two pieces of advice:</p><p></p><p>1. You don't need to know the whole conspiracy yourself, as DM, and in fact its often counterproductive to map out the whole conspiracy ahead of time.</p><p>All you need to do is: a) know who the various players or power groups are.</p><p>and b) know what the Player Characters know about the conspiracy, and keep track of what they subsequently learn.</p><p></p><p>I have learned that this is the best way to do things; know the groups and their motives, but keep the actual nature of the conspiracy only as generalized as possible in your mind. Don't determine the specifics except as the Players begin uncovering it, and then "reverse engineer" what is going on. This allows you to be personally flexible in what you want and what happens. The players need never know that you yourself didn't have it all mapped out beforehand, if you do your job well, it will look like the astounding secrets they "discover" are things you had planned all along.</p><p></p><p>2) pick up either GURPS Illuminati or the Amber RPG. Both of these are essential guides to crafting (in the former case) organizational and (in the latter case) intimate conspiracies.</p><p></p><p>Nisarg</p></blockquote><p></p>
[QUOTE="Nisarg, post: 2039828, member: 19893"] I would give you two pieces of advice: 1. You don't need to know the whole conspiracy yourself, as DM, and in fact its often counterproductive to map out the whole conspiracy ahead of time. All you need to do is: a) know who the various players or power groups are. and b) know what the Player Characters know about the conspiracy, and keep track of what they subsequently learn. I have learned that this is the best way to do things; know the groups and their motives, but keep the actual nature of the conspiracy only as generalized as possible in your mind. Don't determine the specifics except as the Players begin uncovering it, and then "reverse engineer" what is going on. This allows you to be personally flexible in what you want and what happens. The players need never know that you yourself didn't have it all mapped out beforehand, if you do your job well, it will look like the astounding secrets they "discover" are things you had planned all along. 2) pick up either GURPS Illuminati or the Amber RPG. Both of these are essential guides to crafting (in the former case) organizational and (in the latter case) intimate conspiracies. Nisarg [/QUOTE]
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