MetalBard
First Post
Psion said:Free will is not so important as the illusion of free will...
That's my take on it, as well!
Psion said:Free will is not so important as the illusion of free will...
I'm going to second the recommendation of Winniger's old Dungeoncrafts. As a fledgling DM, those and the tips on "power matrix campaigns" in the 2E Complete Villain's Handbook were the main sources that helped me progress to the highly nonlinear style that I use todayPsion said:You can absolutely have too much going on. It's not hard to get there.
Occasionally, it behooves the DM to introspect a little and ask "does this element go too deep". If something doesn't fit well or is too hard to work in, and makes it way too complicated to work in, it might be worth considering taking it out.
Of course this varies according to your group. Players who are thinkers/problem solvers relish in deep mysteries more than players that likes to sit down with some cheetos and kill monsters.
I used to keep a card file program (CorelCentral, if anyone cares) that could hyperlink secrets, and let me map them to NPCs and campaign sessions. Before the campaign session, I would pick out four events/elements/secrets that I wanted to highlight. It was pretty effective; I might consider doing that again. (The program was just buggy and didn't like to shut down correctly.)
You can use real, physical index cards. Ray Winniger recommended something to that effect in his excellent Dungeoncraft series in the pre-3e Dragon. What he recommended is that whenever you make an element to your campaign, make up a secret associated with that element. Then, at the beginning of your planning for every session, pull out one of your secret cards and highlight it. (This is what, in fact, inspired the above computer card file system I was using.)
Janx said:And that breaks one of the DungeonCraft adages, "don't create more than you need"
devilish said:An exception to this rule is "unless you can get a computer to do it." I have a nosy
bunch of players that love to investigate a town, so I took Jamis Buck's NPC generator,
generated 1000 NPCs, printed them in 8pt font and have them as town reference.
Yes, more NPCs than I will ever possibly need and more for wagging at the players
and saying "Go ahead....introduce yourself to *everyone* in town." It's handy
because it gives the illusion of free will: PCs walk into a bar and there
are 8 people there for dinner; thief wants to go to the table of 5 and chat them up...
instead of my poor improv "Uh...well, you meet ... Bill, Joe, Steve..." ... I have them
all statted out (and can easily write on the page any important notes that occur
in the encounter).
{Same speech applies to town generators, magic item generators, etc.}