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<blockquote data-quote="Quickleaf" data-source="post: 6262083" data-attributes="member: 20323"><p>[MENTION=6685730]DMMike[/MENTION] The idea of <a href="http://www.dungeonworldsrd.com/gamemastering#TOC-An-Example-Front:-The-Opening-of-the-White-Gate" target="_blank">Fronts</a> from Dungeon World might be worth checking out.</p><p></p><p>Here is how I have structured my current campaign, to give you ideas. Notice thant only the first adventure is set, and after that the PCs have branching choices. I think of it as a bounded sandbox; technically, sure the PCs could go anywhere, but the story is so compelling and interwoven that really there are boundaries to how far afield they'll venture.</p><p></p><p></p><p></p><p>Now I had other ideas besides this to begin with, of course, but they weren't designed as a linear thing, but as a matrix of nodes. Ah shoot, you'll need to do more reading to understand what I mean: <a href="http://thealexandrian.net/wordpress/8122/roleplaying-games/node-based-scenario-design-collectors-edition" target="_blank">Node-Based Adventure Design</a>. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>What my players ended up doing, after they killed the dragon was pursuing (1a) the dragon lair which led to a megadungeon filled with kobolds and the discovery of the dragon's mate...</p><p></p><p>After that they faced a choice about several threats that were emerging - (2) a magocracy gearing up for war, (3) a potential drow threat, and (4) the wild hunt - and surprisingly decided to pursue (1c) the Wizard's Tower (which I thought they'd decided wasn't worth investigating) for an entirely unexpected reason - to try and raise the deceased wizard. So that's the adventure they're currently pursuing. They've also decided that (1b) the Dragon Cult is a less pressing issue than (2) which is their main concern after finishing the Wizard's Tower.</p><p></p><p>So their next adventure will be (2a) Beast of Bechaeux from what they've been telling me.</p><p></p><p></p><p></p><p>Each of these plots ("Fronts" as Dungeon World would say) has an associated timeline, so that if OCs pursue one, then it's probable the others advance. (2c) The Emissary, for example, will eventually get his ransom paid by his masters in Suleistarn and be returned, thus closing that as an option the PCs can pursue.</p><p></p><p>Anyhow, I hope all that shines some light on how to run a non-linear game <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6262083, member: 20323"] [MENTION=6685730]DMMike[/MENTION] The idea of [url=http://www.dungeonworldsrd.com/gamemastering#TOC-An-Example-Front:-The-Opening-of-the-White-Gate]Fronts[/url] from Dungeon World might be worth checking out. Here is how I have structured my current campaign, to give you ideas. Notice thant only the first adventure is set, and after that the PCs have branching choices. I think of it as a bounded sandbox; technically, sure the PCs could go anywhere, but the story is so compelling and interwoven that really there are boundaries to how far afield they'll venture. Now I had other ideas besides this to begin with, of course, but they weren't designed as a linear thing, but as a matrix of nodes. Ah shoot, you'll need to do more reading to understand what I mean: [url=http://thealexandrian.net/wordpress/8122/roleplaying-games/node-based-scenario-design-collectors-edition]Node-Based Adventure Design[/url]. :) What my players ended up doing, after they killed the dragon was pursuing (1a) the dragon lair which led to a megadungeon filled with kobolds and the discovery of the dragon's mate... After that they faced a choice about several threats that were emerging - (2) a magocracy gearing up for war, (3) a potential drow threat, and (4) the wild hunt - and surprisingly decided to pursue (1c) the Wizard's Tower (which I thought they'd decided wasn't worth investigating) for an entirely unexpected reason - to try and raise the deceased wizard. So that's the adventure they're currently pursuing. They've also decided that (1b) the Dragon Cult is a less pressing issue than (2) which is their main concern after finishing the Wizard's Tower. So their next adventure will be (2a) Beast of Bechaeux from what they've been telling me. Each of these plots ("Fronts" as Dungeon World would say) has an associated timeline, so that if OCs pursue one, then it's probable the others advance. (2c) The Emissary, for example, will eventually get his ransom paid by his masters in Suleistarn and be returned, thus closing that as an option the PCs can pursue. Anyhow, I hope all that shines some light on how to run a non-linear game :) [/QUOTE]
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