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<blockquote data-quote="gamerprinter" data-source="post: 6263760" data-attributes="member: 50895"><p>Aside from agreeing with others that pointing out how Call of Duty work is a geniune railroad, and no plot at all, my solution is not a hard plot and I never include one. Instead I'll have a loose plot in place, but something that the PCs can (and usually will) turn on its head, so the plot is never very concrete. Having detailed factions with agendas in place and understood helps make the fluidity of PC actions work no matter what they do, and no matter what a particular faction intended to do. As I said, and I meant, plots create themselves. Knowing what the NPCs are doing or want to do, mixed with interactions by the PCs might cause some alterations required by the faction to accomodate the PCs actions - the PCs are what makes the story happen. Having a pre-written layout of all upcoming actions in the form of a plot is often not the way things fall in place, and if you force the pre-written plot anyway - it becomes a railroad and the game session fails.</p><p></p><p>Even in published adventures I am involved in, there is always an out (a different way to handle encounters and storyline based on PC actions). If an encounter is planned for some village at the end of a particular road, but the PCs opt to not go down that road, or leave the road altogether - this has to be expected and the planned encounter skipped, because the PCs have changed the story. I always include options to how best to continue the adventure if the party does X instead of Y. The main story arc doesn't change, but how it plays out is only determined by PC actions.</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 6263760, member: 50895"] Aside from agreeing with others that pointing out how Call of Duty work is a geniune railroad, and no plot at all, my solution is not a hard plot and I never include one. Instead I'll have a loose plot in place, but something that the PCs can (and usually will) turn on its head, so the plot is never very concrete. Having detailed factions with agendas in place and understood helps make the fluidity of PC actions work no matter what they do, and no matter what a particular faction intended to do. As I said, and I meant, plots create themselves. Knowing what the NPCs are doing or want to do, mixed with interactions by the PCs might cause some alterations required by the faction to accomodate the PCs actions - the PCs are what makes the story happen. Having a pre-written layout of all upcoming actions in the form of a plot is often not the way things fall in place, and if you force the pre-written plot anyway - it becomes a railroad and the game session fails. Even in published adventures I am involved in, there is always an out (a different way to handle encounters and storyline based on PC actions). If an encounter is planned for some village at the end of a particular road, but the PCs opt to not go down that road, or leave the road altogether - this has to be expected and the planned encounter skipped, because the PCs have changed the story. I always include options to how best to continue the adventure if the party does X instead of Y. The main story arc doesn't change, but how it plays out is only determined by PC actions. [/QUOTE]
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