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Payn's Ponderings' To script, or not to script?
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<blockquote data-quote="Sepulchrave II" data-source="post: 8580039" data-attributes="member: 4303"><p>I like the description of an "adventure" as a situation or a site. How the players interact with that is up to them, but the notion of an "adventure path" - or even a single adventure - where players move through a series of scenes, even where some flexibility is assumed, is sort of alien to me.</p><p></p><p>I prefer a giant stable of NPCs with whom the PCs can interact in logical ways as a means of driving the game forward, so most of my prep time is spent with NPC development. I'm a big fan of encouraging the players to push the game in unexpected directions, but there is a tacit understanding that this happens within the "mythic logic" of the game itself - which is rather particular to each game or campaign, and, to some extent, demands familiarity and a shared vision.</p><p></p><p>Sometimes PC capture occurs, but this is always a player choice based on the "defeated" condition which might mean death under other circumstances. I don't enforce PC death, although players are free to choose it - or suggest some other development - when defeated.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 8580039, member: 4303"] I like the description of an "adventure" as a situation or a site. How the players interact with that is up to them, but the notion of an "adventure path" - or even a single adventure - where players move through a series of scenes, even where some flexibility is assumed, is sort of alien to me. I prefer a giant stable of NPCs with whom the PCs can interact in logical ways as a means of driving the game forward, so most of my prep time is spent with NPC development. I'm a big fan of encouraging the players to push the game in unexpected directions, but there is a tacit understanding that this happens within the "mythic logic" of the game itself - which is rather particular to each game or campaign, and, to some extent, demands familiarity and a shared vision. Sometimes PC capture occurs, but this is always a player choice based on the "defeated" condition which might mean death under other circumstances. I don't enforce PC death, although players are free to choose it - or suggest some other development - when defeated. [/QUOTE]
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