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<blockquote data-quote="grendel111111" data-source="post: 6811600" data-attributes="member: 6803870"><p>The confusion I am referring too is that a non improv games must be tightly scripted and linear (Emerikol's games is an example of preauthored, but not having a linear plot). The PC's decide where that go and what they do in the sand box. They might fight for or against any of the occupants in the world. There is no scripting of plot, but there is scripting of places and people. Plot comes from the characters immersing themselves in the world and deciding what they want to do. Contrast this with the original Dragon-lance adventures or an Adventure path, where the plot is decided before the characters are introduced to the world. These are very different things but seem to be being portrayed as "not improv" and the failings of 1 are being applied to both.</p><p></p><p>The plot in these games arise from the characters interacting with and making choices about the world around them. </p><p>Yes, this is different from the plot is molded to directly respond to players choices, but that does not make it predetermined or linear as some people seem to misunderstand it.</p><p></p><p> Emerikol have I understood this correctly?</p></blockquote><p></p>
[QUOTE="grendel111111, post: 6811600, member: 6803870"] The confusion I am referring too is that a non improv games must be tightly scripted and linear (Emerikol's games is an example of preauthored, but not having a linear plot). The PC's decide where that go and what they do in the sand box. They might fight for or against any of the occupants in the world. There is no scripting of plot, but there is scripting of places and people. Plot comes from the characters immersing themselves in the world and deciding what they want to do. Contrast this with the original Dragon-lance adventures or an Adventure path, where the plot is decided before the characters are introduced to the world. These are very different things but seem to be being portrayed as "not improv" and the failings of 1 are being applied to both. The plot in these games arise from the characters interacting with and making choices about the world around them. Yes, this is different from the plot is molded to directly respond to players choices, but that does not make it predetermined or linear as some people seem to misunderstand it. Emerikol have I understood this correctly? [/QUOTE]
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