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Not Railroad, Not Sandbox ... What else is there?
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<blockquote data-quote="S'mon" data-source="post: 8515874" data-attributes="member: 463"><p>The 1e Dungeoneer's Survival Guide divides campaign types into Linear (railroad, in the non-pejorative sense), Open (ie sandbox), and <strong>Matrix</strong>:</p><p></p><p><em><strong>The Matrix Campaign</strong></em></p><p><em>The matrix campaign allows the DM to create a detailed story</em></p><p><em>with a developed plot, while still allowing the players to choose</em></p><p><em>where they go and how they deal with their challenges.</em></p><p><em>The key to a matrix campaign design is to create a goal or</em></p><p><em>series of goals that the PCs are motivated to accomplish. The</em></p><p><em>matrix campaign is a very effective style of design for creating an</em></p><p><em>epic or a string of connecting stories. In many ways it represents</em></p><p><em>a compromise between the linear and open campaign styles of</em></p><p><em>The PCs in a matrix campaign start out at a location chosen</em></p><p><em>either by you or by the players. You then provide them with a short</em></p><p><em>exposition and some clues that open a number of different</em></p><p><em>options. For example, the characters may discover that a sect of</em></p><p><em>evil clerics has been gradually gaining control of the land. They</em></p><p><em>may witness peasants being arrested by the clerics, or see</em></p><p><em>places of worship for good-aligned deities suffer raids and vandalism.</em></p><p><em>The next move is up to the players, with a little bit of guidance</em></p><p><em>from you. Perhaps one PC remembers seeing a temple to the</em></p><p><em>north, emblazoned with the evil sect’s sign. To the east, recalls</em></p><p><em>another, is a great temple of good where the PCs could go for</em></p><p><em>information. Meanwhile, a group of peasants are hauled off into</em></p><p><em>slavery to the south, and one begs the characters for aid. All the</em></p><p><em>time, you know that the headquarters of the sect lies to the west,</em></p><p><em>but you bide yourtime in revealing this information to the players.</em></p><p><em>With this technique, the players become involved in the story,</em></p><p><em>yet are not railroaded into a specific task chosen by the DM. You</em></p><p><em>are prepared for a few courses of PC action: a raid on the temple</em></p><p><em>to the north, an interview with the sage to the east, or a prisoner</em></p><p><em>rescue mission to the south.</em></p><p><em>Depending on the length of the story you wish to create, you</em></p><p><em>might have clues in each of the three locations point directly</em></p><p><em>toward the heart of the problem (the evil sect’s headquarters to</em></p><p><em>the west), or you might continue to expand the matrix. The players</em></p><p><em>who rescue the prisoners might lead them as an army to</em></p><p><em>reclaim their homeland. If they visit the good temple, perhaps</em></p><p><em>they are sent on a quest to gain some item of great power from</em></p><p><em>the evil temple to the north. If that evil temple was their original</em></p><p><em>goal, they might gain the magical item on their own initiative.</em></p><p><em>The matrix can continue to expand for as long as you wish. All</em></p><p><em>of the different branches eventually steer the PCs toward the</em></p><p><em>headquarters of the sect, where the climax of the story takes</em></p><p><em>place. If you wish to move the plot along more quickly, you can</em></p><p><em>schedule events that occur wherever the PCs are. Events can be</em></p><p><em>encounters with significant NPCs, visions and dreams, social or</em></p><p><em>political changes, or quick scenes designed to show the PCs a</em></p><p><em>pertinent fact.</em></p><p><em>A matrix campaign must eventually meet a border, beyond</em></p><p><em>which the PCs are discouraged from passing. Borders can be</em></p><p><em>designed as either soft or hard.</em></p><p><em>A soft border is one that turns the PCs back into the story</em></p><p><em>through their own motivations. Players who resist any pursuit of</em></p><p><em>the evil sect, for example, might encounter a group of hapless</em></p><p><em>waifs whose parents are held prisoner. The children appeal to the</em></p><p><em>players’ sense of decency. In cases where this appeal is fruitless</em></p><p><em>(many DMs can predict this ahead of time), a mysterious stranger</em></p><p><em>might offer a reward of valuable gems for evidence of the sect’s</em></p><p><em>destruction. Judge your players carefully to decide what type of</em></p><p><em>persuasion motivates them best.</em></p><p><em>Players who fail to yield to any kind of motivation can be</em></p><p><em>allowed to occupy the story’s setting for as long as they like, even</em></p><p><em>if they don’t take part in it. If they attempt to leave the area, however,</em></p><p><em>they must encounter a hard boundary. This can be a physical</em></p><p><em>obstacle, such as a high cliff, stormy sea, or trackless desert.</em></p><p><em>Alternatively, it might be something like a huge army camped in</em></p><p><em>the PCs path, with a continually increasing series of encounters</em></p><p><em>with more and more troops. Quest or geas spells serve as hard</em></p><p><em>borders, but should be used only as a last resort.</em></p><p><em>The story matrix should contain several ways for the PCs to</em></p><p><em>approach the final encounter, and several means of dealing with</em></p><p><em>the challenge created there. Not all of these means must create</em></p><p><em>the same likelihood of success, but the PCs should not be</em></p><p><em>doomed to failure in the final encounter simply because they</em></p><p><em>made a wrong choice at some point in the adventure.</em></p><p><em>You should also prepare for the possibility that your players</em></p><p><em>may not have gained enough information about your story line to</em></p><p><em>figure out the next course of action. Despite a DM’s thorough and</em></p><p><em>detailed descriptions, an amazing number of players seem to</em></p><p><em>have no idea of what’s going on. If this happens in your campaign,</em></p><p><em>you need to gently but firmly show them the path.</em></p><p><em>Non-player characters can be particularly useful at such times.</em></p><p><em>Perhaps a henchman speaks up as all the PCs stand around</em></p><p><em>scratching their heads, and indicates your preferred course of</em></p><p><em>action. Or the party might encounter someone very wise, such as</em></p><p><em>an old sage, magic-user, or hermit. This NPC could provide</em></p><p><em>details on the next step of the adventure in language so plain that</em></p><p><em>all players should be able to understand it.</em></p><p><em>Foreshadowing can be effectively employed to show characters</em></p><p><em>whether or not they are on the right track. Ill omens and portents</em></p><p><em>of great danger do not always discourage players-after all,</em></p><p><em>these are some of the ingredients of good adventure-but they</em></p><p><em>can be presented in such a way that the PCs are able to figure out</em></p><p><em>whether they are going the right way or not.</em></p></blockquote><p></p>
[QUOTE="S'mon, post: 8515874, member: 463"] The 1e Dungeoneer's Survival Guide divides campaign types into Linear (railroad, in the non-pejorative sense), Open (ie sandbox), and [B]Matrix[/B]: [I][B]The Matrix Campaign[/B] The matrix campaign allows the DM to create a detailed story with a developed plot, while still allowing the players to choose where they go and how they deal with their challenges. The key to a matrix campaign design is to create a goal or series of goals that the PCs are motivated to accomplish. The matrix campaign is a very effective style of design for creating an epic or a string of connecting stories. In many ways it represents a compromise between the linear and open campaign styles of The PCs in a matrix campaign start out at a location chosen either by you or by the players. You then provide them with a short exposition and some clues that open a number of different options. For example, the characters may discover that a sect of evil clerics has been gradually gaining control of the land. They may witness peasants being arrested by the clerics, or see places of worship for good-aligned deities suffer raids and vandalism. The next move is up to the players, with a little bit of guidance from you. Perhaps one PC remembers seeing a temple to the north, emblazoned with the evil sect’s sign. To the east, recalls another, is a great temple of good where the PCs could go for information. Meanwhile, a group of peasants are hauled off into slavery to the south, and one begs the characters for aid. All the time, you know that the headquarters of the sect lies to the west, but you bide yourtime in revealing this information to the players. With this technique, the players become involved in the story, yet are not railroaded into a specific task chosen by the DM. You are prepared for a few courses of PC action: a raid on the temple to the north, an interview with the sage to the east, or a prisoner rescue mission to the south. Depending on the length of the story you wish to create, you might have clues in each of the three locations point directly toward the heart of the problem (the evil sect’s headquarters to the west), or you might continue to expand the matrix. The players who rescue the prisoners might lead them as an army to reclaim their homeland. If they visit the good temple, perhaps they are sent on a quest to gain some item of great power from the evil temple to the north. If that evil temple was their original goal, they might gain the magical item on their own initiative. The matrix can continue to expand for as long as you wish. All of the different branches eventually steer the PCs toward the headquarters of the sect, where the climax of the story takes place. If you wish to move the plot along more quickly, you can schedule events that occur wherever the PCs are. Events can be encounters with significant NPCs, visions and dreams, social or political changes, or quick scenes designed to show the PCs a pertinent fact. A matrix campaign must eventually meet a border, beyond which the PCs are discouraged from passing. Borders can be designed as either soft or hard. A soft border is one that turns the PCs back into the story through their own motivations. Players who resist any pursuit of the evil sect, for example, might encounter a group of hapless waifs whose parents are held prisoner. The children appeal to the players’ sense of decency. In cases where this appeal is fruitless (many DMs can predict this ahead of time), a mysterious stranger might offer a reward of valuable gems for evidence of the sect’s destruction. Judge your players carefully to decide what type of persuasion motivates them best. Players who fail to yield to any kind of motivation can be allowed to occupy the story’s setting for as long as they like, even if they don’t take part in it. If they attempt to leave the area, however, they must encounter a hard boundary. This can be a physical obstacle, such as a high cliff, stormy sea, or trackless desert. Alternatively, it might be something like a huge army camped in the PCs path, with a continually increasing series of encounters with more and more troops. Quest or geas spells serve as hard borders, but should be used only as a last resort. The story matrix should contain several ways for the PCs to approach the final encounter, and several means of dealing with the challenge created there. Not all of these means must create the same likelihood of success, but the PCs should not be doomed to failure in the final encounter simply because they made a wrong choice at some point in the adventure. You should also prepare for the possibility that your players may not have gained enough information about your story line to figure out the next course of action. Despite a DM’s thorough and detailed descriptions, an amazing number of players seem to have no idea of what’s going on. If this happens in your campaign, you need to gently but firmly show them the path. Non-player characters can be particularly useful at such times. Perhaps a henchman speaks up as all the PCs stand around scratching their heads, and indicates your preferred course of action. Or the party might encounter someone very wise, such as an old sage, magic-user, or hermit. This NPC could provide details on the next step of the adventure in language so plain that all players should be able to understand it. Foreshadowing can be effectively employed to show characters whether or not they are on the right track. Ill omens and portents of great danger do not always discourage players-after all, these are some of the ingredients of good adventure-but they can be presented in such a way that the PCs are able to figure out whether they are going the right way or not.[/I] [/QUOTE]
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