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How Do You Create Story?
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<blockquote data-quote="Desdichado" data-source="post: 2427825" data-attributes="member: 2205"><p>I create an environment in which there are a bunch of competing power groups (or individuals) and give them an agenda. Set in motion their plans. Put the PCs in the same environment, describe what's going on around them, see how they react. Based on their actions, the competing power groups react in turn, which leads to further reactions by the PCs, which leads to further reactions by the NPCs, etc., etc. ad nauseum.</p><p></p><p>It's not completely ad hoc--once I get an idea of what the PCs have decided to do, I start trying to make some plans for the game based on that, but I'm a bit paranoid of railroading, so I really try to make sure that their decisions are driving the game, and what happens in the game is a direct result of their decisions.</p><p></p><p>I realize that doesn't make a story (especially not on the ridiculous sense that mythusmage was using the word) per se; a story is--naturally--the product of a game session. I've said that for years before the last thread came that brilliant revelation. But I do use a few tricks and techniques to try and make sure my stories are good--I'll modify NPCs and/or their agendas on the fly if the game is going in such a way that the modifications will obviously be more interesting. My games tend to be paced a bit like a movie; we skip over the details, fast forward to either action scenes, exploration scenes, or important "roleplaying (i.e., PC to NPC conversation) scenes.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 2427825, member: 2205"] I create an environment in which there are a bunch of competing power groups (or individuals) and give them an agenda. Set in motion their plans. Put the PCs in the same environment, describe what's going on around them, see how they react. Based on their actions, the competing power groups react in turn, which leads to further reactions by the PCs, which leads to further reactions by the NPCs, etc., etc. ad nauseum. It's not completely ad hoc--once I get an idea of what the PCs have decided to do, I start trying to make some plans for the game based on that, but I'm a bit paranoid of railroading, so I really try to make sure that their decisions are driving the game, and what happens in the game is a direct result of their decisions. I realize that doesn't make a story (especially not on the ridiculous sense that mythusmage was using the word) per se; a story is--naturally--the product of a game session. I've said that for years before the last thread came that brilliant revelation. But I do use a few tricks and techniques to try and make sure my stories are good--I'll modify NPCs and/or their agendas on the fly if the game is going in such a way that the modifications will obviously be more interesting. My games tend to be paced a bit like a movie; we skip over the details, fast forward to either action scenes, exploration scenes, or important "roleplaying (i.e., PC to NPC conversation) scenes. [/QUOTE]
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