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<blockquote data-quote="Rune" data-source="post: 6717893" data-attributes="member: 67"><p>So much to respond to!</p><p></p><p></p><p></p><p>I'd certainly like to see your reasoning, so feel free to post that. </p><p></p><p>Here's where I'm coming from, though: yes, as a story--and particularly as Shells' story--the ending works and is a good one. But as an adventure, it isn't--or shouldn't be--her story. It should be the PCs' story. And, that being the case, I'm always going to look for the option gives the PCs a tough choice over the one that doesn't. </p><p></p><p>Maybe I'm a bit cynical, but I really don't think most players are going to look at the situation, see what needs to be done, see that the NPC they only just met is willing to do it, and give a second thought to trying to stop it. Especially if they don't even need to do anything to let it happen. Most players, I think, will be totally fine with it--unless they are given some reason not to be.</p><p></p><p></p><p></p><p></p><p>I guess it depends on who you're writing the adventure for. If it's for yourself, you've already got some ideas what the answers are. If it's for someone else (and I suggest that for IRON DM, it should be), you can't assume that. If you want to give the DM choices in answering those questions, that's good. But you should still provide your own answers as suggestions, because giving the DM nothing to work with means making more work for the DM. And that is <em>not</em> liberating. </p><p></p><p>Also, regarding the backgrounds: I mentioned agendas and backgrounds together because they are linked. The former emerge from the latter. But background serves less function than agendas, because it is not interactive. Background is for you; agendas are for the players. Take that background information and convert it into NPC agendas and you'll (potentially) convey that information more efficiently. </p><p></p><p></p><p></p><p>Hey, no problem. And thanks. You've got the building blocks. I have no doubt you will hone your own IRON DM style out of them. </p><p></p><p></p><p></p><p>I think you're right. It's hard to write a mystery scenario as tight as this one (which you know, but I'm saying for everyone else's benefit). Especially for D&Dish systems. </p><p></p><p>I meant it when I said I was impressed.</p></blockquote><p></p>
[QUOTE="Rune, post: 6717893, member: 67"] So much to respond to! I'd certainly like to see your reasoning, so feel free to post that. Here's where I'm coming from, though: yes, as a story--and particularly as Shells' story--the ending works and is a good one. But as an adventure, it isn't--or shouldn't be--her story. It should be the PCs' story. And, that being the case, I'm always going to look for the option gives the PCs a tough choice over the one that doesn't. Maybe I'm a bit cynical, but I really don't think most players are going to look at the situation, see what needs to be done, see that the NPC they only just met is willing to do it, and give a second thought to trying to stop it. Especially if they don't even need to do anything to let it happen. Most players, I think, will be totally fine with it--unless they are given some reason not to be. I guess it depends on who you're writing the adventure for. If it's for yourself, you've already got some ideas what the answers are. If it's for someone else (and I suggest that for IRON DM, it should be), you can't assume that. If you want to give the DM choices in answering those questions, that's good. But you should still provide your own answers as suggestions, because giving the DM nothing to work with means making more work for the DM. And that is [i]not[/i] liberating. Also, regarding the backgrounds: I mentioned agendas and backgrounds together because they are linked. The former emerge from the latter. But background serves less function than agendas, because it is not interactive. Background is for you; agendas are for the players. Take that background information and convert it into NPC agendas and you'll (potentially) convey that information more efficiently. Hey, no problem. And thanks. You've got the building blocks. I have no doubt you will hone your own IRON DM style out of them. I think you're right. It's hard to write a mystery scenario as tight as this one (which you know, but I'm saying for everyone else's benefit). Especially for D&Dish systems. I meant it when I said I was impressed. [/QUOTE]
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