Flow Charts?

JoeGKushner

Adventurer
One of the things I don't think enough adventueres do, especially those with more open ended bits, is include flow charts for possible events.

Am I alone in thinking this or ?
 

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Yes and no.

I've always preferred adventures that created the situation and let me take it from there.

A flow chart implies an ability to predict all or most of the possible courses of action, and as we all know, nobody is ever very good at predicting what players will do.

If the adventure has few enough possible outcomes that they could be accurately charted ina reasonable amount of space, the adventure is probably too linear for me.

On the other hand, as an aid to developing adventures, I think flow charts are great ways to at least prepare for what might happen.

Carl
 

as long as the flow chart isn't a linear railroad job, I think I'd appreciate that in a published module.

I'm think the B/X/C/M supermodule, B1-9 provides a good precedent on a macro scale, showing three different branches to run the adventures in. No reason why the same logic could not be applied to encounters.

Practically though, this will increase word count, due to potential "if encounter x was run, doo this... If encounter Y was run, but not Z, do this..." kind of stuff.
 


I've been GMing for a long time, and my friends and I now look for a complex story driven campaign. I've heard a lot about flowcharting, but haven't ever done it. There is an article about it in Game Mastering Secrets 2nd ED pg. 104, that indicates that flowcharting is strongest for location based, or NPC based adventures. I'm thinking that I will try it out on my recently restarted Kalamar game and see if it helps me. Anyone else tried flowcharting? How did it help and how did you organize it?
 



One flow chart I enjoyed wasn't so much for the whole adventure but for when the PCs delved into the labyrinthine sewers below a city. The flow chart was in the 2nd Ed. AD&D adventure "A Darkness Gathering" (part 1 of Bruce Cordell's Illithid trilogy).

Basically it gave the PCs the impression that they were twisting and winding around countless chambers and tunnels and that the DM had an elaborate map but really it was just a simple flow chart he was using.
 

I haven't read too many modules, but the few that I have (mostly Shadowrun adventures from 2nd Edition) included flow charts, which to my mind were relatively well put together. I think the main issue with flow charts is, as has been mentioned, maintaining the balance between preparation and railroading. Depending on the set up, some railroading may be necessary (if it has a significant investigative component for example, requiring certain individuals etc to be contacted in order for the necessary information to be acquired), but ultimately I'm not a fan. I much prefer to sort of map out where clues or such (if it is such a situation, which in SR is fairly common) are and play it from there. If the players don't catch everything, they don't catch everything and the outcome of the adventure will not be too negatively impacted.

Ultimately, I think it depends on the GM and the players, you have to find what works for you.
 

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