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<blockquote data-quote="Noumenon" data-source="post: 5148337" data-attributes="member: 70102"><p>Is this going to fit in the checklist I made? Can I just put "Determine NPC's objectives" as a subtask of "create timeline of what that NPC does indepently"? And "What happens if they succeed or fail" as a subtask of "flowchart what happens when the PCs interfere in his timeline"?</p><p></p><p>I like how both the "objectives" and "timeline" approach get me to start the design with what the NPC does, not who he is or what quirks he has. I'm getting the stuff that will come up in the game done first and the details later. Just the way I wanted it.</p><p></p><p>Fitting in player objectives is a little trickier. It does strike me that player goals are a little lacking in the checklist so far -- we are generating our flowchart based on the antagonists' timeline and the PC reactions, not the players' plans. I think maybe the "player objective" section should come first, because that will determine where to shine the spotlight and ask "what's this location like, what's the timeline here?" </p><p></p><p>My PCs have just escaped their chains in an underground mine and asking "What are their objectives -- food, rest, regaining the surface?" seemed to lead to very productive thinking about what kind of challenges I'm trying to design. For example, the module has an ogre in a secret chamber turning an elevator crankshaft, so now I can adapt that to my idea by having the other escaped slaves mention how they saw food being carried into the room with the secret door but never coming out.</p></blockquote><p></p>
[QUOTE="Noumenon, post: 5148337, member: 70102"] Is this going to fit in the checklist I made? Can I just put "Determine NPC's objectives" as a subtask of "create timeline of what that NPC does indepently"? And "What happens if they succeed or fail" as a subtask of "flowchart what happens when the PCs interfere in his timeline"? I like how both the "objectives" and "timeline" approach get me to start the design with what the NPC does, not who he is or what quirks he has. I'm getting the stuff that will come up in the game done first and the details later. Just the way I wanted it. Fitting in player objectives is a little trickier. It does strike me that player goals are a little lacking in the checklist so far -- we are generating our flowchart based on the antagonists' timeline and the PC reactions, not the players' plans. I think maybe the "player objective" section should come first, because that will determine where to shine the spotlight and ask "what's this location like, what's the timeline here?" My PCs have just escaped their chains in an underground mine and asking "What are their objectives -- food, rest, regaining the surface?" seemed to lead to very productive thinking about what kind of challenges I'm trying to design. For example, the module has an ogre in a secret chamber turning an elevator crankshaft, so now I can adapt that to my idea by having the other escaped slaves mention how they saw food being carried into the room with the secret door but never coming out. [/QUOTE]
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