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How do you Control/Set the Pace of a Game?
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<blockquote data-quote="Fallen Seraph" data-source="post: 4844448" data-attributes="member: 57894"><p>I sort of combine the sets, scenes and episodic idea along with the more free-flowing, exploratory idea. I give the players plenty of free rein, but there is a focus which is established directly and indirectly (discussion with NPCs, newspapers, etc.). The players aren't in a virtual world but partaking in a story that can go in many different directions depending on the actions of the players.</p><p></p><p>As they begin to explore and mainly look for clues and investigate (the mystery is my go-to gaming format). They have the possibility to set off scenes and set-pieces as well as specific "episodic" content. Obviously set-pieces and scenes are fairly simple, they uncover a clue and go to a place and something happens at the place, and such deals. Episodic is I sprinkle ideas, concepts, throughout certain sections of the plot and the clues/scenes so different parts of the campaign will have different feels (episodes).</p><p></p><p>Generally speaking stuff like combat, major skill challenges, and just the big crowning moments of that session are usually set-pieces. The order they come in, and how they are modified or looked differently at depends on what the players do and what clues/information they have but there is still a fair amount of pre-planning. </p><p></p><p>The players can also willingly set their own set-pieces, since I give them control over the world so they can decide to meet up with some NPC they decided existed then and there. This can then be glued to a set-piece of mine.</p><p></p><p>Lots and lots of mind-maps are used to do this. As well as building scenes before hand either tailored or made generic for on-the-fly refluffing. I also use the scenes not just when being set-off but to redirect and refocus, if it seems the game is beginning to slow-down and players become bored, lost, etc. then a set-piece can be triggered.</p></blockquote><p></p>
[QUOTE="Fallen Seraph, post: 4844448, member: 57894"] I sort of combine the sets, scenes and episodic idea along with the more free-flowing, exploratory idea. I give the players plenty of free rein, but there is a focus which is established directly and indirectly (discussion with NPCs, newspapers, etc.). The players aren't in a virtual world but partaking in a story that can go in many different directions depending on the actions of the players. As they begin to explore and mainly look for clues and investigate (the mystery is my go-to gaming format). They have the possibility to set off scenes and set-pieces as well as specific "episodic" content. Obviously set-pieces and scenes are fairly simple, they uncover a clue and go to a place and something happens at the place, and such deals. Episodic is I sprinkle ideas, concepts, throughout certain sections of the plot and the clues/scenes so different parts of the campaign will have different feels (episodes). Generally speaking stuff like combat, major skill challenges, and just the big crowning moments of that session are usually set-pieces. The order they come in, and how they are modified or looked differently at depends on what the players do and what clues/information they have but there is still a fair amount of pre-planning. The players can also willingly set their own set-pieces, since I give them control over the world so they can decide to meet up with some NPC they decided existed then and there. This can then be glued to a set-piece of mine. Lots and lots of mind-maps are used to do this. As well as building scenes before hand either tailored or made generic for on-the-fly refluffing. I also use the scenes not just when being set-off but to redirect and refocus, if it seems the game is beginning to slow-down and players become bored, lost, etc. then a set-piece can be triggered. [/QUOTE]
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