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<blockquote data-quote="GMMichael" data-source="post: 6262168" data-attributes="member: 6685730"><p>Dungeon World never fails to make me say, "wait, what?"</p><p></p><p></p><p>I like your ideas. But it's funny you should mention non-linear. I was just reading through 2nd ed's Villains Handbook, and according to them, a linear plot is basically any one in which the PCs follow a series of events, even if those events are choices. So by their definition, your ideas from above are still linear.</p><p></p><p>The space matrix (non-linear) plot allows PCs free rein of the map. Each encounter that you put on the map has the potential to advance the plot in some way, but it's up to the PCs when, or if, they encounter them.</p><p></p><p>The time matrix (non-linear) plot does what you'd think: raise encounters at different times. These encounters don't wait for the players, and blend with the space matrix to form the ultimate: <span style="color: #008000"><span style="font-size: 15px"><em>SPACE TIME MATRIX!</em></span></span></p><p></p><p></p><p></p><p>This is more like what I'm looking for. RPG plotting step 1 is to have a problem that needs fixing. Step 2 is to tie your characters into it. Step 3, make the problem a little bigger, or complex. Step 4 is the one I'm most interested in: add some drama. Add a story. Make it gripping.</p><p></p><p>Granted, what I'm looking for is actually a system for writing fiction, but I want to apply it to my RPG as best I can.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6262168, member: 6685730"] Dungeon World never fails to make me say, "wait, what?" I like your ideas. But it's funny you should mention non-linear. I was just reading through 2nd ed's Villains Handbook, and according to them, a linear plot is basically any one in which the PCs follow a series of events, even if those events are choices. So by their definition, your ideas from above are still linear. The space matrix (non-linear) plot allows PCs free rein of the map. Each encounter that you put on the map has the potential to advance the plot in some way, but it's up to the PCs when, or if, they encounter them. The time matrix (non-linear) plot does what you'd think: raise encounters at different times. These encounters don't wait for the players, and blend with the space matrix to form the ultimate: [COLOR=#008000][SIZE=4][I]SPACE TIME MATRIX![/I][/SIZE][/COLOR] This is more like what I'm looking for. RPG plotting step 1 is to have a problem that needs fixing. Step 2 is to tie your characters into it. Step 3, make the problem a little bigger, or complex. Step 4 is the one I'm most interested in: add some drama. Add a story. Make it gripping. Granted, what I'm looking for is actually a system for writing fiction, but I want to apply it to my RPG as best I can. [/QUOTE]
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