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DMG adventure design advice - a bit contradictory?
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<blockquote data-quote="Clint_L" data-source="post: 9382584" data-attributes="member: 7035894"><p>So, from what I read on this forum, I seem to run unusually open-ended games, to the extent that players will often contribute plot points while we are playing (i.e. adding details about the world that I had no prior knowledge of). But I still have a plan. In fact, very detailed ones, in the sense that I always have a whole bunch of story arcs bread-crumbed, but how they pan out depends on what the players follow up on, how they pursue it (which can result in me having to prep something unexpected for next session) and how their luck goes. I mean, there's so many variables.</p><p></p><p>And yet, I can usually predict what is happening in the next game to the extent that I can prep complicated terrain builds for likely encounters, and most of them wind up getting used, albeit not always as expected. But this is because <em>I've done my homework</em>. That's how I read the DMG advice: be prepared. Know your material. Think about where this is likely headed.</p><p></p><p>All stories have beginnings, middles, and endings. That's really all the advice boils down to: think in terms of three act structure.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9382584, member: 7035894"] So, from what I read on this forum, I seem to run unusually open-ended games, to the extent that players will often contribute plot points while we are playing (i.e. adding details about the world that I had no prior knowledge of). But I still have a plan. In fact, very detailed ones, in the sense that I always have a whole bunch of story arcs bread-crumbed, but how they pan out depends on what the players follow up on, how they pursue it (which can result in me having to prep something unexpected for next session) and how their luck goes. I mean, there's so many variables. And yet, I can usually predict what is happening in the next game to the extent that I can prep complicated terrain builds for likely encounters, and most of them wind up getting used, albeit not always as expected. But this is because [I]I've done my homework[/I]. That's how I read the DMG advice: be prepared. Know your material. Think about where this is likely headed. All stories have beginnings, middles, and endings. That's really all the advice boils down to: think in terms of three act structure. [/QUOTE]
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DMG adventure design advice - a bit contradictory?
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