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Railroading on the linear plot wagon
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<blockquote data-quote="Shallown" data-source="post: 1687011" data-attributes="member: 1368"><p>I know writing the Plot hooks for the Cooperative Dungeons I made an effort to include most major playing styles of playing groups. Good, evil, mercenary I tried to come up with a reason for each to go to the dungeon. </p><p></p><p>I think the solution to some extent is two things is...</p><p>A) Face it Module buyer its a Module of limited size and scope. Some railroading will be involved. Railroading is not bad. If the players agree to board the train they know they have to follow the tracks. Its the Gm's job to make the ride fun and scenic. I had to learn this with my present group becuase they are not proactive in any sense of plot advancement. They want to board the train an it is my job to make it fun and include some choices just not all. I was use to a very open ended run on the fly game before this was not a steo back but merely a different style for me to learn. And trust me just as hard to run.</p><p>B) Face it Module Maker, not every group bites the same bait. A plot hook in a module needs to be flexible enough to be baited a little different. Don't build bait around one possibility don't design places as static. Modules need to have a level of design that says A may happen but so may B and C or all three. Then even if D happens the information for A,B,C may be enough for the GM to handle the possibilities of D. Start writing plot hooks with 3 angles not 1. I think 3 is a minimum and it should be 3, somewhat diametrically opposed angles to help Gm's adjust if their group falls in the middle. The more information the easier it is for GM's to adjust on the fly. Motivations are mor important than reactions of NPC's. Knowing why the crazy Druid is Crazy and what kind of Crazy is more improtant than knowing why he'll attack anyone who comes into his grove. The Motivation should be wrapped around the reaction supporting it.</p><p></p><p></p><p>I think those to me are the most important falacies in published adventures. I admit I seldom use published adventures but that is more due to my poor memory and not "Knowing" the adventure well enough to be comfortable with it. I tend to improvise too much to actuall have things set in writing. But thatis my style not a fault of Modules in general. Still I do buy some and read them to steal ideas if nothing else. I think they often assuem too much of the players reactions and don't prepare for differing styles of play. Sometimes just saying that we as writers assume players will do X and therefore the module is written around that might help. At least the GM knows where his group will go off track. I think it couldn't hurt to write IF the Players don't Do X the most likely other reactions are Y and Z therefore this is a guide to what effect they may have.</p><p></p><p>Just my ideas</p><p></p><p>Later</p></blockquote><p></p>
[QUOTE="Shallown, post: 1687011, member: 1368"] I know writing the Plot hooks for the Cooperative Dungeons I made an effort to include most major playing styles of playing groups. Good, evil, mercenary I tried to come up with a reason for each to go to the dungeon. I think the solution to some extent is two things is... A) Face it Module buyer its a Module of limited size and scope. Some railroading will be involved. Railroading is not bad. If the players agree to board the train they know they have to follow the tracks. Its the Gm's job to make the ride fun and scenic. I had to learn this with my present group becuase they are not proactive in any sense of plot advancement. They want to board the train an it is my job to make it fun and include some choices just not all. I was use to a very open ended run on the fly game before this was not a steo back but merely a different style for me to learn. And trust me just as hard to run. B) Face it Module Maker, not every group bites the same bait. A plot hook in a module needs to be flexible enough to be baited a little different. Don't build bait around one possibility don't design places as static. Modules need to have a level of design that says A may happen but so may B and C or all three. Then even if D happens the information for A,B,C may be enough for the GM to handle the possibilities of D. Start writing plot hooks with 3 angles not 1. I think 3 is a minimum and it should be 3, somewhat diametrically opposed angles to help Gm's adjust if their group falls in the middle. The more information the easier it is for GM's to adjust on the fly. Motivations are mor important than reactions of NPC's. Knowing why the crazy Druid is Crazy and what kind of Crazy is more improtant than knowing why he'll attack anyone who comes into his grove. The Motivation should be wrapped around the reaction supporting it. I think those to me are the most important falacies in published adventures. I admit I seldom use published adventures but that is more due to my poor memory and not "Knowing" the adventure well enough to be comfortable with it. I tend to improvise too much to actuall have things set in writing. But thatis my style not a fault of Modules in general. Still I do buy some and read them to steal ideas if nothing else. I think they often assuem too much of the players reactions and don't prepare for differing styles of play. Sometimes just saying that we as writers assume players will do X and therefore the module is written around that might help. At least the GM knows where his group will go off track. I think it couldn't hurt to write IF the Players don't Do X the most likely other reactions are Y and Z therefore this is a guide to what effect they may have. Just my ideas Later [/QUOTE]
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