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"Organic" Adventure Design
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<blockquote data-quote="Zhaleskra" data-source="post: 5560749" data-attributes="member: 20544"><p>Organic may not be the best word, but flexible sounded too casual. Because 1. I have games that base XP on goals, and 2. because people can and do plan things linear adventures aren't designed to react to, I was thinking about using goals to make an adventure that has natural reactions to what happens in game.</p><p></p><p>Of course, there will still be parts that are linear: there are only so many directions you can go in a dungeon, you teleported through THAT wall? Well, now you're outside the dungeon, or maybe pushed back in because that's where the wall connects with unworked rock.</p><p></p><p>As I may have mentioned, when I write my own adventures, I have given up on writing "scripts". I write outlines: here's what the PCs know is happening, here are the facts, go do stuff. Goals give NPCs more wiggle room than NPC-A does such and such at a particular time. I think this could help people engage more with the world in question.</p><p></p><p>Why can't NPC-D impose martial law? Well, technically he could, but with current relations between the two peoples, it's probably not a good idea. As an example, of course. Basically, I'm thinking of an outline, then if then statements based on characters doing things.</p></blockquote><p></p>
[QUOTE="Zhaleskra, post: 5560749, member: 20544"] Organic may not be the best word, but flexible sounded too casual. Because 1. I have games that base XP on goals, and 2. because people can and do plan things linear adventures aren't designed to react to, I was thinking about using goals to make an adventure that has natural reactions to what happens in game. Of course, there will still be parts that are linear: there are only so many directions you can go in a dungeon, you teleported through THAT wall? Well, now you're outside the dungeon, or maybe pushed back in because that's where the wall connects with unworked rock. As I may have mentioned, when I write my own adventures, I have given up on writing "scripts". I write outlines: here's what the PCs know is happening, here are the facts, go do stuff. Goals give NPCs more wiggle room than NPC-A does such and such at a particular time. I think this could help people engage more with the world in question. Why can't NPC-D impose martial law? Well, technically he could, but with current relations between the two peoples, it's probably not a good idea. As an example, of course. Basically, I'm thinking of an outline, then if then statements based on characters doing things. [/QUOTE]
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