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<blockquote data-quote="Mac Callum" data-source="post: 1457778" data-attributes="member: 17035"><p>As a matter of my nature, I HAVE to do this. I can't just let it lie and write it off as "Oh, because it wouldn't be an adventure otherwise." I have to have a "real" reason for my NPCs to do the things they do.</p><p></p><p>However, I keep it pretty simple. I don't make deep complicated plots like the one example you gave. KISS, or Occam's Razor are my guidelines, and the exceptions to that are real exceptions, not the rule.</p><p></p><p>I just want to keep the story "real" enough so that belief can be suspended. The campaign world should have some internal consistency so that players can expect certain things, and also notice when those things are messed with - but I'm not trying to trip people up or 'trap' them in my plots. It's just a game after all.</p><p></p><p>Mac Callum</p><p></p><p>PS - Randomly generating treasure, NPCs and dungeons, and then thinking these things through is actually a great way to develop a campaign. When you ask yourself "Why IS this paladin's Holy Sword in the treasure?" this leads you down a whole new branching on your world - and possibly new adventures.</p></blockquote><p></p>
[QUOTE="Mac Callum, post: 1457778, member: 17035"] As a matter of my nature, I HAVE to do this. I can't just let it lie and write it off as "Oh, because it wouldn't be an adventure otherwise." I have to have a "real" reason for my NPCs to do the things they do. However, I keep it pretty simple. I don't make deep complicated plots like the one example you gave. KISS, or Occam's Razor are my guidelines, and the exceptions to that are real exceptions, not the rule. I just want to keep the story "real" enough so that belief can be suspended. The campaign world should have some internal consistency so that players can expect certain things, and also notice when those things are messed with - but I'm not trying to trip people up or 'trap' them in my plots. It's just a game after all. Mac Callum PS - Randomly generating treasure, NPCs and dungeons, and then thinking these things through is actually a great way to develop a campaign. When you ask yourself "Why IS this paladin's Holy Sword in the treasure?" this leads you down a whole new branching on your world - and possibly new adventures. [/QUOTE]
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