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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="Rodrigo Istalindir" data-source="post: 2195911" data-attributes="member: 2810"><p>I don't like spending a lot of time fleshing out NPCs and organizations. Too often, the party will do something really off-the-wall, and it ends up being a lot of prep time for nothing. I tend to lay out big-picture plots, and then provide more detail as the party gets closer (kinda like object detail in video games -- just blobs when they are far away, fully fleshed out when you are interacting with them.)</p><p></p><p>I've found that if I try to run the world like it exists in the absence of the PCs that I spend way to much time on it, and get annoyed when they don't appreciate the brilliant subtleties and creativity that went into it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> Or I start railroading them to follow my plot.</p></blockquote><p></p>
[QUOTE="Rodrigo Istalindir, post: 2195911, member: 2810"] I don't like spending a lot of time fleshing out NPCs and organizations. Too often, the party will do something really off-the-wall, and it ends up being a lot of prep time for nothing. I tend to lay out big-picture plots, and then provide more detail as the party gets closer (kinda like object detail in video games -- just blobs when they are far away, fully fleshed out when you are interacting with them.) I've found that if I try to run the world like it exists in the absence of the PCs that I spend way to much time on it, and get annoyed when they don't appreciate the brilliant subtleties and creativity that went into it :p Or I start railroading them to follow my plot. [/QUOTE]
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non-linear, non-site-based adventures - your thought process?
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