Scribble
First Post
So I like the show LOST (kind of obsessed with it actually) and so I've read a lot of interviews and such about it... One of the things they mentioned was that they really thought long an hard about the "style" in which to present the show, and how it would effect the audience. They took two other shows into consideration when doing this.
X-Files and Twin Peaks...
They wanted the audience to know there was a clearcut overarching story/ mystery going on, but also wanted there to be smaller story lines happening as well. Unlike X-Files they didn't want to seperate the show into two parts... (mythology shows and non mythology shows) and unlike Twin Peaks they wanted to give themselves freedom to tell smaller tales unrelated to the larger show. Also unlike twin peaks they didn't want the audience to latch onto any one element that when answered seemed to spell the end o the show.
As a result the show hits right away with a format that definitely has smaller stories, and a larger overall plotline, but the two intermingle, and you never know when things will or will not be related... It also attempts not to answer any one question without opening up a larger question.
What is the Hatch? An underground lab built by Dharma. Who or what is/was Dharma? A group of Scientists that dissapeared mysteriously leaving behind a doomsday button... What happened to DHARMA, and what happens if we don't push the button... etc...
So... as it realtes to D&D...
Has anyone tried this model for campaign building? Players move through adventures with questions giving more info by opening more questions, and the players knowing there's an overall epic quest, but not so much what the exact quest is or how to "complete" it until the end?
X-Files and Twin Peaks...
They wanted the audience to know there was a clearcut overarching story/ mystery going on, but also wanted there to be smaller story lines happening as well. Unlike X-Files they didn't want to seperate the show into two parts... (mythology shows and non mythology shows) and unlike Twin Peaks they wanted to give themselves freedom to tell smaller tales unrelated to the larger show. Also unlike twin peaks they didn't want the audience to latch onto any one element that when answered seemed to spell the end o the show.
As a result the show hits right away with a format that definitely has smaller stories, and a larger overall plotline, but the two intermingle, and you never know when things will or will not be related... It also attempts not to answer any one question without opening up a larger question.
What is the Hatch? An underground lab built by Dharma. Who or what is/was Dharma? A group of Scientists that dissapeared mysteriously leaving behind a doomsday button... What happened to DHARMA, and what happens if we don't push the button... etc...
So... as it realtes to D&D...
Has anyone tried this model for campaign building? Players move through adventures with questions giving more info by opening more questions, and the players knowing there's an overall epic quest, but not so much what the exact quest is or how to "complete" it until the end?