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<blockquote data-quote="Fallen Seraph" data-source="post: 4860004" data-attributes="member: 57894"><p>I would say: <em>Event-based metaplots: Narrativist, story driven games. NPCs proactively intrude on the lives of PCs, often resulting in frequent setting changes depending on player action. Sessions can often take place in areas with NPCs (cities).</em> Would be the closest, though, to get specific my games are essentially player-driven mystery games.</p><p></p><p>I do tend to run them in cities, since well I love cities anyway and it is much more sutibable location for Noir, Hardboil, Mystery, etc. style games. Usually it is set-up using a mind-map where different clues and events are scattered about with different possible leads and conclusions branching off to one another. There is a spark/plot hock that gets the PCs rolling and the clues and major scenes get revealed as the PCs come across them, almost like scripted events but with the DM obviously having more control to tweak for what has happened. What this leads too is a plot being unravelled but one that isn't railroaded since the PCs control the mystery and may focus in a different direction. Whole scenes and clues may be left untouched. Also helps that the players can influence the world with them brining in towns, items, NPCs, etc.</p><p></p><p>Since things like combat, major skill challenges and the like have lots of tailoring to fit the PCs and the current events to make them as cinematic and be the set-pieces for the campaign. So can't really suggest much from my games for your randomness. Heck your talk of knowing where in the world to step can't work in my games either, since the world morphs and changes depending on narrative need. You need a town somewhere it is there, you need the train to take 2 weeks, it takes 2 weeks, etc. In many regards the choices of the PCs and the unravelling of the story has ultimate control over the shape of the setting.</p></blockquote><p></p>
[QUOTE="Fallen Seraph, post: 4860004, member: 57894"] I would say: [I]Event-based metaplots: Narrativist, story driven games. NPCs proactively intrude on the lives of PCs, often resulting in frequent setting changes depending on player action. Sessions can often take place in areas with NPCs (cities).[/I] Would be the closest, though, to get specific my games are essentially player-driven mystery games. I do tend to run them in cities, since well I love cities anyway and it is much more sutibable location for Noir, Hardboil, Mystery, etc. style games. Usually it is set-up using a mind-map where different clues and events are scattered about with different possible leads and conclusions branching off to one another. There is a spark/plot hock that gets the PCs rolling and the clues and major scenes get revealed as the PCs come across them, almost like scripted events but with the DM obviously having more control to tweak for what has happened. What this leads too is a plot being unravelled but one that isn't railroaded since the PCs control the mystery and may focus in a different direction. Whole scenes and clues may be left untouched. Also helps that the players can influence the world with them brining in towns, items, NPCs, etc. Since things like combat, major skill challenges and the like have lots of tailoring to fit the PCs and the current events to make them as cinematic and be the set-pieces for the campaign. So can't really suggest much from my games for your randomness. Heck your talk of knowing where in the world to step can't work in my games either, since the world morphs and changes depending on narrative need. You need a town somewhere it is there, you need the train to take 2 weeks, it takes 2 weeks, etc. In many regards the choices of the PCs and the unravelling of the story has ultimate control over the shape of the setting. [/QUOTE]
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