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Pemertonian Scene Framing and 4e DMing Restarted
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6091311" data-attributes="member: 82106"><p>Here's what happened with me. Sometime right after 2e was released I conceived of a grand campaign. This was something like 1988/89 I guess. I sort of conceived of this as the ultimate sort of classic D&D campaign. The good guys (PCS) would be defending their kingdom against the bad guys, complete with all the various cheesy high fantasy elements. The key part though was a sort of master calendar that detailed all the things that the bad guys would do. So it was basically sort of the ultimate time-and-space sandbox, plus a bunch of those 'trigger' type things, somewhat like the way Paizo does some of their APs now, except I took that a lot further. Way too far of course as I found out pretty quickly. </p><p></p><p>The end result was managing the whole giant schedule of world events and trying to logically figure out the 1st and 2nd order effects of whatever the PCs did (because of course, while they played the basic role they were given, they did all sorts of unexpected things). Pretty soon I devolved it down to just forgetting any sort of attempt at logic in terms of the campaign world and just used what I had as dramatic fodder for scenes that were fun and interesting. The PLOT didn't really make that much sense, the bad guys were no longer a sandboxy force of evil, they were just dramatic set dressing. If I needed 10 more wyvern-riding evil knights I just slapped them in there, never mind that the original concept said their were exactly 13 of these guys named this, that and the other. </p><p></p><p>It ended up working fairly well. NOW I would pull off that campaign pretty handily and not waste time on stuff that was not useful, etc. Still, I went in with only some half-formed ideas drawn from 70's vintage D&D play about how to make a story and came out the other side with something a lot different. Playing some games like Paranoia and Toon kind of helped, though certainly the sort of scene-framing you guys are talking about now wasn't really sorted out back then.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6091311, member: 82106"] Here's what happened with me. Sometime right after 2e was released I conceived of a grand campaign. This was something like 1988/89 I guess. I sort of conceived of this as the ultimate sort of classic D&D campaign. The good guys (PCS) would be defending their kingdom against the bad guys, complete with all the various cheesy high fantasy elements. The key part though was a sort of master calendar that detailed all the things that the bad guys would do. So it was basically sort of the ultimate time-and-space sandbox, plus a bunch of those 'trigger' type things, somewhat like the way Paizo does some of their APs now, except I took that a lot further. Way too far of course as I found out pretty quickly. The end result was managing the whole giant schedule of world events and trying to logically figure out the 1st and 2nd order effects of whatever the PCs did (because of course, while they played the basic role they were given, they did all sorts of unexpected things). Pretty soon I devolved it down to just forgetting any sort of attempt at logic in terms of the campaign world and just used what I had as dramatic fodder for scenes that were fun and interesting. The PLOT didn't really make that much sense, the bad guys were no longer a sandboxy force of evil, they were just dramatic set dressing. If I needed 10 more wyvern-riding evil knights I just slapped them in there, never mind that the original concept said their were exactly 13 of these guys named this, that and the other. It ended up working fairly well. NOW I would pull off that campaign pretty handily and not waste time on stuff that was not useful, etc. Still, I went in with only some half-formed ideas drawn from 70's vintage D&D play about how to make a story and came out the other side with something a lot different. Playing some games like Paranoia and Toon kind of helped, though certainly the sort of scene-framing you guys are talking about now wasn't really sorted out back then. [/QUOTE]
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