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Do scenarios need a BBEG?
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<blockquote data-quote="Rel" data-source="post: 3190069" data-attributes="member: 99"><p>This closely mirrors the way that I run a campaign.</p><p></p><p>But I think that, as with almost every element of roleplaying, a huge amount of this is dictated by your players and their playstyle. What I've discovered about my group is that at least half of them fall a bit on the passive side if they're not given some kind of direction. I also know that at least one of them will generate his own plots and storylines given the slightest bit of fodder (I'll call him my Alpha player).</p><p></p><p>The general pattern that has evolved as a result is that I will run some sort of relatively pre-plotted adventure to start out the campaign. The little bits and pieces that result from this scenario are usually enough to get my Alpha player to spin off some plots of his own. I run with these and also look for ways to tie in the other PC's. But I also try and toss them some ideas that don't have to do with Alpha because I don't want the campaign to be all about his character.</p><p></p><p>What I've described is all about the broader elements of campaign structure. But the way that the sessions are structured also relates to this. If I just sit back and let them self direct the flow of the session, they frequently will wallow in indecision. Despite the fact that the power is in their hands, they really aren't having as much fun as they could be.</p><p></p><p>(I'm not really like this as a player and I don't have an easy time understanding it. But it's not all that important that I understand it. I just need to deal with it.)</p><p></p><p>As a result I will help propel the game toward some kind of "critical moment". Maybe I should call this a climax but I associate a climax with the ULTIMATE critical moment. How about "mini-cimax". Whatever you want to call it, I try and have something meaningful take place in the session (frequently near the end) that will set the stage for the next session. This event is often a turning point of some kind that gives the group two or more options about how to proceed. </p><p></p><p>So this leaves me ending the session with the question, "So where are you going from here?" And this is where some of the more passive players engage better. Given a set of options that the players have dictated for themselves, they are good at weighing and debating these options in character. They pick a direction, advise me of their choice and then I'm able to prepare for the next session.</p><p></p><p>My point is that whether, when and to what extent you push for climactic moments is probably going to be dictated by all the players involved, including the GM.</p></blockquote><p></p>
[QUOTE="Rel, post: 3190069, member: 99"] This closely mirrors the way that I run a campaign. But I think that, as with almost every element of roleplaying, a huge amount of this is dictated by your players and their playstyle. What I've discovered about my group is that at least half of them fall a bit on the passive side if they're not given some kind of direction. I also know that at least one of them will generate his own plots and storylines given the slightest bit of fodder (I'll call him my Alpha player). The general pattern that has evolved as a result is that I will run some sort of relatively pre-plotted adventure to start out the campaign. The little bits and pieces that result from this scenario are usually enough to get my Alpha player to spin off some plots of his own. I run with these and also look for ways to tie in the other PC's. But I also try and toss them some ideas that don't have to do with Alpha because I don't want the campaign to be all about his character. What I've described is all about the broader elements of campaign structure. But the way that the sessions are structured also relates to this. If I just sit back and let them self direct the flow of the session, they frequently will wallow in indecision. Despite the fact that the power is in their hands, they really aren't having as much fun as they could be. (I'm not really like this as a player and I don't have an easy time understanding it. But it's not all that important that I understand it. I just need to deal with it.) As a result I will help propel the game toward some kind of "critical moment". Maybe I should call this a climax but I associate a climax with the ULTIMATE critical moment. How about "mini-cimax". Whatever you want to call it, I try and have something meaningful take place in the session (frequently near the end) that will set the stage for the next session. This event is often a turning point of some kind that gives the group two or more options about how to proceed. So this leaves me ending the session with the question, "So where are you going from here?" And this is where some of the more passive players engage better. Given a set of options that the players have dictated for themselves, they are good at weighing and debating these options in character. They pick a direction, advise me of their choice and then I'm able to prepare for the next session. My point is that whether, when and to what extent you push for climactic moments is probably going to be dictated by all the players involved, including the GM. [/QUOTE]
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