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Do scenarios need a BBEG?
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<blockquote data-quote="Whizbang Dustyboots" data-source="post: 3187001" data-attributes="member: 11760"><p>I think this is a great theory, but deeply unsatisfactory in practice. While the overall plot can (and should) continue, these sorts of stories work best in chapters.</p><p></p><p>Think of a game session: How often do you stop in the middle of a conversation with an NPC and say "OK, next week, he'll answer that sentence, and then we'll continue talking for an hour and then do something else?" Probably not routinely.</p><p></p><p>I suspect most people like to end a session on a cliffhanger or having resolved <em>something</em>. In a game where the primary form of solving a problem is sticking three feet of sharpened steel into it, that resolution is often combat. And again, while you could end a session after the group kills Random Guard #3, doesn't that seem a bit dissatisfying?</p><p></p><p>What's more, it's not realistic: Power structures imply someone at the top, probably served by lieutenants. It's not only more dramatically interesting and more satisfying to have the player characters conquer a lieutenant at the end of a long game session, it makes more logical sense than "OK, you kill all the faceless bureaucrats and search their file cabinets. Cross-referencing the results of last year's audit with the most recent census, the group discovers the next place to go." In real life, there'd at least be a middle manager guarding that file cabinet, surrounded by his army of temp-mooks.</p></blockquote><p></p>
[QUOTE="Whizbang Dustyboots, post: 3187001, member: 11760"] I think this is a great theory, but deeply unsatisfactory in practice. While the overall plot can (and should) continue, these sorts of stories work best in chapters. Think of a game session: How often do you stop in the middle of a conversation with an NPC and say "OK, next week, he'll answer that sentence, and then we'll continue talking for an hour and then do something else?" Probably not routinely. I suspect most people like to end a session on a cliffhanger or having resolved [i]something[/i]. In a game where the primary form of solving a problem is sticking three feet of sharpened steel into it, that resolution is often combat. And again, while you could end a session after the group kills Random Guard #3, doesn't that seem a bit dissatisfying? What's more, it's not realistic: Power structures imply someone at the top, probably served by lieutenants. It's not only more dramatically interesting and more satisfying to have the player characters conquer a lieutenant at the end of a long game session, it makes more logical sense than "OK, you kill all the faceless bureaucrats and search their file cabinets. Cross-referencing the results of last year's audit with the most recent census, the group discovers the next place to go." In real life, there'd at least be a middle manager guarding that file cabinet, surrounded by his army of temp-mooks. [/QUOTE]
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Do scenarios need a BBEG?
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