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General Tabletop Discussion
*TTRPGs General
Let's talk about "plot", "story", and "play to find out."
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<blockquote data-quote="pemerton" data-source="post: 9845063" data-attributes="member: 42582"><p>I only have a very general sense of Daggerheart, know Honey Heist by name and that's it, and have heard of Crash Pandas for the first time in your post.</p><p></p><p>I am familiar with one type of prepared set-up for play that avoids railroading but is likely to produce a good story-type experience in an hour or three of play: namely, the charged situation that unfolds into a climax. The classic example is the Burning Wheel demo scenario The Sword <<a href="https://www.burningwheel.com/burning-wheel-the-sword-demo-adventure-pdf/" target="_blank">Burning Wheel The Sword Demo Adventure PDF</a>>.</p><p></p><p>Another sort of example is any island for Agon 2e.</p><p></p><p>But the instances that I have most experience with a Prince Valiant "episodes". When these are designed well - which Greg Stafford's are (he was a genius) and some in the Episode Book are - they have the "tight in, wide out" structure that you mentioned upthread, but also the right mix of elements to produce uncertainty, opportunity, threat and climax.</p><p></p><p>As I've posted before, one of the cleverest that I've run is Jerry Grayson's The Crimson Bull. It takes full advantage of the fact that movement from place to place, in Prince Valiant, can be fully colour rather than requiring action resolution; and so it uses the PCs travel with the eponymous bull, and some events that occur during that travel, as framing and rising action without needing to railroad in the way that (say) a DL module needs to.</p><p></p><p>The convention games that I mentioned upthread - railroading for most if it, but with an open climax - are really approximations to the sort of set-up that I've described in this post. Except, because they were generally using some BRP variant (eg Stormbringer, Elric, Pendragon, CoC) it wasn't as easy to establish this sort of structure, and so the preliminary railroading was necessary.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9845063, member: 42582"] I only have a very general sense of Daggerheart, know Honey Heist by name and that's it, and have heard of Crash Pandas for the first time in your post. I am familiar with one type of prepared set-up for play that avoids railroading but is likely to produce a good story-type experience in an hour or three of play: namely, the charged situation that unfolds into a climax. The classic example is the Burning Wheel demo scenario The Sword <[URL="https://www.burningwheel.com/burning-wheel-the-sword-demo-adventure-pdf/"]Burning Wheel The Sword Demo Adventure PDF[/URL]>. Another sort of example is any island for Agon 2e. But the instances that I have most experience with a Prince Valiant "episodes". When these are designed well - which Greg Stafford's are (he was a genius) and some in the Episode Book are - they have the "tight in, wide out" structure that you mentioned upthread, but also the right mix of elements to produce uncertainty, opportunity, threat and climax. As I've posted before, one of the cleverest that I've run is Jerry Grayson's The Crimson Bull. It takes full advantage of the fact that movement from place to place, in Prince Valiant, can be fully colour rather than requiring action resolution; and so it uses the PCs travel with the eponymous bull, and some events that occur during that travel, as framing and rising action without needing to railroad in the way that (say) a DL module needs to. The convention games that I mentioned upthread - railroading for most if it, but with an open climax - are really approximations to the sort of set-up that I've described in this post. Except, because they were generally using some BRP variant (eg Stormbringer, Elric, Pendragon, CoC) it wasn't as easy to establish this sort of structure, and so the preliminary railroading was necessary. [/QUOTE]
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