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Loops in RPG Adventure and Game Design
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<blockquote data-quote="pming" data-source="post: 7728168" data-attributes="member: 45197"><p>Hiya!</p><p></p><p>This mostly deals with computer games. From an adventure standpoint, as in table top rpg adventure, this mindset doesn't work. It makes for a very linear, repetitive and predictable game. For TTRPG's my tried and true method for adventure creation is what I'd call "site based". Start with an overall 'story' (NOT plot line...just a one or two line 'story'...ie, "<em>Slavers have been increasingly bold in acquiring slaves all along the Woodside Trail! Whats worse is that nobody knows where, or who, the slaves are being sold too!</em>"). Draw rough map. "Stock" the map with logical and interesting people, places and things. Refine map. Refine stocking of said map. Rinse and repeat. Now think about the bad guys would behave, think, act, use, exploit, etc the surroundings in pursuit of their overall story goal (re: "get slaves"). Detail more maps as needed. Detail all the 'other stuff' that DM's are supposed to do in order to cover odd situations and mundane situations (re: encounter charts, new monster or two, perhaps a new piece of equipment, notes about weather patterns, local 'flavour' such as customs, dress and mannerisms...all the stuff that really brings the setting to life, even if there's a chance the players will never encounter/need it).</p><p></p><p>Done.</p><p></p><p>If you design an adventure around a "loop", all you are doing is playing out the same thing over and over with slight variations. The suspension of disbelief will be weak. The adventure isn't "believable" if the players don't follow the script, so to speak. For example, take the Slavers thing above. If it was a 'loop style' adventure...the PC's are expected to be fighting the slavers, obviously. But what if they decide to 'take it down from the inside'? What if they try and infiltrate the slavers gang as slavers themselves? Well, if the adventure was designed around a 'loop' of, say, fights against the slavers and their cohorts, the DM is basically going to need to rewrite VAST swaths of the adventure. That adventure will then have much of it's page content rendered virtually useless...and the DM is still going to have to come up with all the stuff that was "glossed over" or ignored due to the fact it was written to be using a 'loop method'. If the adventure was written from a Site Based standpoint, however, the DM will have all the information about how, what, why, when and where the slavers are doing their thing...and what the slavers have to avoid in the area in order to be successful. PC's trying to infiltrate them would then be a relatively simple task for the DM as he has all the information he needs to do so. Minor additions can be adjudicated on the fly because the DM has all that "mundane info" that would not be present in a 'loop based' adventure.</p><p></p><p>My 2¢ anyway.</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 7728168, member: 45197"] Hiya! This mostly deals with computer games. From an adventure standpoint, as in table top rpg adventure, this mindset doesn't work. It makes for a very linear, repetitive and predictable game. For TTRPG's my tried and true method for adventure creation is what I'd call "site based". Start with an overall 'story' (NOT plot line...just a one or two line 'story'...ie, "[I]Slavers have been increasingly bold in acquiring slaves all along the Woodside Trail! Whats worse is that nobody knows where, or who, the slaves are being sold too![/I]"). Draw rough map. "Stock" the map with logical and interesting people, places and things. Refine map. Refine stocking of said map. Rinse and repeat. Now think about the bad guys would behave, think, act, use, exploit, etc the surroundings in pursuit of their overall story goal (re: "get slaves"). Detail more maps as needed. Detail all the 'other stuff' that DM's are supposed to do in order to cover odd situations and mundane situations (re: encounter charts, new monster or two, perhaps a new piece of equipment, notes about weather patterns, local 'flavour' such as customs, dress and mannerisms...all the stuff that really brings the setting to life, even if there's a chance the players will never encounter/need it). Done. If you design an adventure around a "loop", all you are doing is playing out the same thing over and over with slight variations. The suspension of disbelief will be weak. The adventure isn't "believable" if the players don't follow the script, so to speak. For example, take the Slavers thing above. If it was a 'loop style' adventure...the PC's are expected to be fighting the slavers, obviously. But what if they decide to 'take it down from the inside'? What if they try and infiltrate the slavers gang as slavers themselves? Well, if the adventure was designed around a 'loop' of, say, fights against the slavers and their cohorts, the DM is basically going to need to rewrite VAST swaths of the adventure. That adventure will then have much of it's page content rendered virtually useless...and the DM is still going to have to come up with all the stuff that was "glossed over" or ignored due to the fact it was written to be using a 'loop method'. If the adventure was written from a Site Based standpoint, however, the DM will have all the information about how, what, why, when and where the slavers are doing their thing...and what the slavers have to avoid in the area in order to be successful. PC's trying to infiltrate them would then be a relatively simple task for the DM as he has all the information he needs to do so. Minor additions can be adjudicated on the fly because the DM has all that "mundane info" that would not be present in a 'loop based' adventure. My 2¢ anyway. ^_^ Paul L. Ming [/QUOTE]
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