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General Tabletop Discussion
*TTRPGs General
non-linear, non-site-based adventures - your thought process?
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<blockquote data-quote="Psion" data-source="post: 2195838" data-attributes="member: 172"><p>Well, my recent <a href="http://www.enworld.org/showthread.php?t=129505" target="_blank">One missing piece of the puzzle</a> thread has a pretty significant expose on my thought process, but some of the things you ask about here aren't really handled there, so I will amplify.</p><p></p><p>Most of my plots revolve around machinions of intelligent beings. My best way to remain flexible there is, for each significant power group or other significant NPC force is to define their:</p><p>1) motives</p><p>2) methods</p><p>3) resources</p><p>4) knowledge</p><p>and then simply try to treat them just like another character, for example, asking myself questions like "what would I do if the PCs messed up my plans in this way."</p><p></p><p>Another thing I do is conceive likely junctures or events that the PCs may experience. That may initially sound linear, but the thing to keep in mind to keep things non linear is to consider different paths into and out of each juncture. For example, in the above thread, I discuss how one PC stands a chance of getting captured and corrupted by the villain. There are several ways into that juncture, several ways out of it, and several possible resolutions.</p><p></p><p>You can't prepare for every possible eventuality, but it is a good idea to flesh out some of the more likely ones and some of the more immediate ones (as the closer in the future the event is, the clearer picture you will have of how the PCs can get there if they are likely to get there at all.)</p></blockquote><p></p>
[QUOTE="Psion, post: 2195838, member: 172"] Well, my recent [url=http://www.enworld.org/showthread.php?t=129505]One missing piece of the puzzle[/url] thread has a pretty significant expose on my thought process, but some of the things you ask about here aren't really handled there, so I will amplify. Most of my plots revolve around machinions of intelligent beings. My best way to remain flexible there is, for each significant power group or other significant NPC force is to define their: 1) motives 2) methods 3) resources 4) knowledge and then simply try to treat them just like another character, for example, asking myself questions like "what would I do if the PCs messed up my plans in this way." Another thing I do is conceive likely junctures or events that the PCs may experience. That may initially sound linear, but the thing to keep in mind to keep things non linear is to consider different paths into and out of each juncture. For example, in the above thread, I discuss how one PC stands a chance of getting captured and corrupted by the villain. There are several ways into that juncture, several ways out of it, and several possible resolutions. You can't prepare for every possible eventuality, but it is a good idea to flesh out some of the more likely ones and some of the more immediate ones (as the closer in the future the event is, the clearer picture you will have of how the PCs can get there if they are likely to get there at all.) [/QUOTE]
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non-linear, non-site-based adventures - your thought process?
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