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Community
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Let's talk about "plot", "story", and "play to find out."
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<blockquote data-quote="VHawkwinter" data-source="post: 9875907" data-attributes="member: 7040136"><p>I am not. <strong>"Don't Prep Plots, Prep Situations"</strong> is solid advice.</p><p></p><p></p><p>Definitely. Though you can obviously record it, much of what's happening is internal. If you were to record it and then edit it and then do a movie commentary track with the other players to get what was going on with them, you could <em>compile</em> <strong>the</strong> story as a compilation of everyone's experiences, but that is a bunch of extra work nobody does except maybe for the Critical Role people.</p><p></p><p></p><p>Agreed</p><p></p><p></p><p>Same-ish. I might have "Adventures" planned, but I normally plan them as a list of events that happen if the players don't interfere, and then have what the different factions have for resources they can mobilise to respond if the players do interfere. Throw out 4-7 of them happening on a clock simultaneously, and the game is what the players choose to do. The story is a retelling of those events.</p><p></p><p>I have run published adventures which are not that - but often those go off the rails and the adventure just gave me crappy prep to handle it and I have to wing it from basically nothing.</p></blockquote><p></p>
[QUOTE="VHawkwinter, post: 9875907, member: 7040136"] I am not. [B]"Don't Prep Plots, Prep Situations"[/B] is solid advice. Definitely. Though you can obviously record it, much of what's happening is internal. If you were to record it and then edit it and then do a movie commentary track with the other players to get what was going on with them, you could [I]compile[/I] [B]the[/B] story as a compilation of everyone's experiences, but that is a bunch of extra work nobody does except maybe for the Critical Role people. Agreed Same-ish. I might have "Adventures" planned, but I normally plan them as a list of events that happen if the players don't interfere, and then have what the different factions have for resources they can mobilise to respond if the players do interfere. Throw out 4-7 of them happening on a clock simultaneously, and the game is what the players choose to do. The story is a retelling of those events. I have run published adventures which are not that - but often those go off the rails and the adventure just gave me crappy prep to handle it and I have to wing it from basically nothing. [/QUOTE]
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Let's talk about "plot", "story", and "play to find out."
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