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Railroading on the linear plot wagon
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<blockquote data-quote="Sorren" data-source="post: 1687149" data-attributes="member: 20920"><p>I write modules for my own campaign, and I've stumbled upon a formula that works well.</p><p></p><p>DO NOT write things out in step-by-step format. Instead, figure out what your villians intend to do, and how they intend to do it. If you know what their plans are, you'll know how to handle it when the PCs screw them up.</p><p></p><p>Now that you know what the bad guys are doing, you need a few different ways to get the PCs involved. Then let them do the work for you. Just make sure you can drop some clues so that they don't get stuck trying to figure out what to do next. If you must plan out an event, always try to allow for three different methods of accomplishing a task, each with their own consequences.</p><p></p><p>And here is where I go off on a tangent...</p><p></p><p> I HATE RE-OCCURING VILLIANS! They are a wonderful plot device to be sure, but if you are going to use them, you'd better be willing to loose them. Never assume your villian will get away. I've been in two games recently where the DM was trying to save a villian from death at the hands of smart PCs. Nothing is more frustrating than knowing that there is NOTHING you can do to keep him from getting away. The DM kept "fudging", to the point of rediculousness, until the villian finally escaped. it was painfully obvious, and very frustrating to the players.</p><p></p><p>My advice is to have a backup villian. Every good villian has a master or apprentice. If you write an adventure where the villian needs to escape, you need a good back door if for some reason the PCs manage to stop him. Don't make it impossible for the PCs.</p></blockquote><p></p>
[QUOTE="Sorren, post: 1687149, member: 20920"] I write modules for my own campaign, and I've stumbled upon a formula that works well. DO NOT write things out in step-by-step format. Instead, figure out what your villians intend to do, and how they intend to do it. If you know what their plans are, you'll know how to handle it when the PCs screw them up. Now that you know what the bad guys are doing, you need a few different ways to get the PCs involved. Then let them do the work for you. Just make sure you can drop some clues so that they don't get stuck trying to figure out what to do next. If you must plan out an event, always try to allow for three different methods of accomplishing a task, each with their own consequences. And here is where I go off on a tangent... I HATE RE-OCCURING VILLIANS! They are a wonderful plot device to be sure, but if you are going to use them, you'd better be willing to loose them. Never assume your villian will get away. I've been in two games recently where the DM was trying to save a villian from death at the hands of smart PCs. Nothing is more frustrating than knowing that there is NOTHING you can do to keep him from getting away. The DM kept "fudging", to the point of rediculousness, until the villian finally escaped. it was painfully obvious, and very frustrating to the players. My advice is to have a backup villian. Every good villian has a master or apprentice. If you write an adventure where the villian needs to escape, you need a good back door if for some reason the PCs manage to stop him. Don't make it impossible for the PCs. [/QUOTE]
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