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Guest 85555
Guest
Curious how other gamemasters design their adventures and how they think about adventure structure (i.e. how do they categorize the various approaches--linear, non-linear, event-driven, sandbox, etc).
Personally I tend to focus on characters, locations and events more than mapping out a path for the PCs. I find this makes it easier for me to react fluidly to player choices and initiative during the game.
So I start out with NPCs (and power groups), their motives and how these could intersect with the PCs. Events and locations are really a natural extension of the NPCs or a product of the PCs.
I don't always use this approach, but it is how I typically run my modern games (and increasingly my fantasy and horror games as well).
What works for you?
Personally I tend to focus on characters, locations and events more than mapping out a path for the PCs. I find this makes it easier for me to react fluidly to player choices and initiative during the game.
So I start out with NPCs (and power groups), their motives and how these could intersect with the PCs. Events and locations are really a natural extension of the NPCs or a product of the PCs.
I don't always use this approach, but it is how I typically run my modern games (and increasingly my fantasy and horror games as well).
What works for you?