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"Railroading" is just a pejorative term for...
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<blockquote data-quote="Lanefan" data-source="post: 5405942" data-attributes="member: 29398"><p>Given your example of the journey through the foothills, I'm probably talking about a broader scale than you are.</p><p></p><p>In my case, the "pre-designed story" might consist of having three or four small adventure paths pre-planned, along with several stand-alone adventures and a vague backstory that might end up tying them all together if I'm lucky.</p><p></p><p>Then I'll sit down and storyboard, something like:</p><p></p><p>Adventure A ==> Adventure B ==> Adventure C (by now should know way around local region and have a clue about political history and backstory; and be average 2nd-3rd level)</p><p></p><p>split party if enough players by then</p><p></p><p>Group 1 to Adventure path D-H (thwart Ares' plans, meet some important people)</p><p></p><p>Group 2 to Adventure I ==> Adventure J ==> Adventure K if high enough level (get involved in politics, learn undead lords exist)</p><p></p><p>New group (3) does Adventure L then merges with one of the pre-existing groups? (find Zeus relic, required later in Adventure T)</p><p></p><p>etc., etc., along with a long list of throw-in adventures and side-trek ideas.</p><p></p><p>That's an example of what my pre-designed story might look like, except it would be scribbled out on a piece of paper with lots of crossings out and re-writings and overall be much less legible.</p><p></p><p>18 months later it might get re-done after Group 1 bails out during Adventure G and goes on a side trek, allowing Ares to bring his plans to fruition and thus changing the future I'd had in mind. I might also re-do it if I have better ideas later and-or the players start coming up with adventure ideas of their own.</p><p></p><p>Lan-"the storyboard for my current game is now up to version 5.0"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5405942, member: 29398"] Given your example of the journey through the foothills, I'm probably talking about a broader scale than you are. In my case, the "pre-designed story" might consist of having three or four small adventure paths pre-planned, along with several stand-alone adventures and a vague backstory that might end up tying them all together if I'm lucky. Then I'll sit down and storyboard, something like: Adventure A ==> Adventure B ==> Adventure C (by now should know way around local region and have a clue about political history and backstory; and be average 2nd-3rd level) split party if enough players by then Group 1 to Adventure path D-H (thwart Ares' plans, meet some important people) Group 2 to Adventure I ==> Adventure J ==> Adventure K if high enough level (get involved in politics, learn undead lords exist) New group (3) does Adventure L then merges with one of the pre-existing groups? (find Zeus relic, required later in Adventure T) etc., etc., along with a long list of throw-in adventures and side-trek ideas. That's an example of what my pre-designed story might look like, except it would be scribbled out on a piece of paper with lots of crossings out and re-writings and overall be much less legible. 18 months later it might get re-done after Group 1 bails out during Adventure G and goes on a side trek, allowing Ares to bring his plans to fruition and thus changing the future I'd had in mind. I might also re-do it if I have better ideas later and-or the players start coming up with adventure ideas of their own. Lan-"the storyboard for my current game is now up to version 5.0"-efan [/QUOTE]
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