Thomas Shey
Legend
Sometimes the only way to shut down annoying table chatter is to flat-out rule that if you say it, your character says it.
Well, it'd certainly shut down mine because that's be a cue for me to wave and head out.
Sometimes the only way to shut down annoying table chatter is to flat-out rule that if you say it, your character says it.
But we were not talking about determining. We were talking about considering what might happen. And I think avoiding that is basically impossible. And the idea that somehow not considering such things would be a virtue sounds blatantly ludicrous to me.
Ultimately, the sequence of events matters, and that'll be complex, mixing in- and out-of-game things. Using the murder mystery from my home game, I prepared six distinct clues, and would never have added more (because the point of the murder was to disrupt the court, not stick around and commit more crime). The party then had the responsibility to question and learn. There were false leads and a single perpetrator
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Their results, right or wrong, would have significant political and diplomatic consequences. Knowing I couldn't prepare for all possible accusations and consequences, I prepared loosely for a variety of options but kept myself open to change.
This all seems to describe fairly straightforward "backstory first" play.If things look like they might be drifting in that direction, I generally try to rely on the "your character would know" response: even if the player doesn't see the information, the character knows many things the player wouldn't. That option, or excuse if one prefers, makes it much easier to simply tell the player information they need. I used that excuse more than once in some of the recent sessions, involving the party Bard learning the doctrine of the assassin cult...and how that cult's understanding of that doctrine had been selectively focused, when it could be focused elsewhere without being negated. Now, the bard has the responsibility to use the enlightenment (or perhaps endarkenment?) he has gained to find ways to rehabilitate these folks, while still respecting their faith.
Likewise. There is unrevealed backstory authored by you - the stuff about the way these various NPCs are related - and the actions declared by the players "activate" the scenes latent in it, including meeting the hidden dragon.By taking these allies and opposing the black dragon, the players made meeting Shen inevitable. The reveal didn't happen right away, it took a while for Shen to feel it was worth the risk. The party had made active efforts to earn his trust, and in turn, he saw that the party had a lot of potential and wanted to see them grow.
This seems a little different, and to be about the revelation of setting information, but not pertaining to any particular situation - which gives it a different role, in play, from clues to a murder or meeting a hidden dragon.that "why devils are Always Evil" thing I blather about came to me...last year IIRC. I already had four obvious sources for who would tell this story: a devil the party has worked with named Al-Ikhino (an arabicized "Alichino," from the Divine Comedy), the party bard's succubus great-grandmother, or an expert/book from a Safiqi or Waziri institution. None of these were the true first glimpse. Instead, a character accidentally had a soul connection with a (different) succubus as she was dying, the result of a partial success on a roll, and saw the darkness within. Wanting to know WTF that was, he turned to the bard's family, specifically his mother. I hadn't thought of that, but she made perfect sense.
Again, this all seems like straightforward "backstory first", where various devices - such as scene framing (requests for aid) or resolution outcomes (discoveries) - are used to establish opportunities for the PCs, which the players pick up on.I'd feel like a huge failure if my players ever said, "Oh, yeah we did that only because we thought you wanted us to."
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I used other hooks. Family members making requests, Hafsa discovering something in her research, the Sultana requesting the aid of adventurers that had already helped protect the city, a friendly NPC disappearing, etc. Things I truly hope weren't done because I wanted it, but rather because they found them interesting, or felt their characters would respond to them in adventuresome ways.
I'm not sure what depends means here. What are the things that are in a relationship of dependence?Any person, place, thing, or event that depends on one and only one sequence of actions is always to be avoided.
If, you had an adventure path that had the following story board, would this be railroading?
To me it looks like all the outcomes are predetermined - eg if the PCs steal the dead king's heart from the tomb, then they become fugitives.I think it entirely depends on what happens if the characters try to diverge from these paths. For example if they try in some logical but unforeseen way take a shortcut between bubbles that don't have arrows on these charts, will the GM use force to stop them from doing so? The GM merely anticipating likely course of events is not railroading.
Of course it is. That's the point.But then there’s the question of if even writing down ideas about how it “might go” then influences a GM. I would say that’s certainly possible.
And I feel it is completely unreasonable to expect GM to not think what might happen, at least on general sense. I'd go so far to say that it is literally impossible in a game where the GM sets up the setting and the situations.
There may be more in heaven and earth than is contemplated in your philosophy!But we were not talking about determining. We were talking about considering what might happen. And I think avoiding that is basically impossible.
I don't think this necessarily implies force, merely mapping likely courses the events could take. There is no indication that force is used to steer it on those paths. Furthermore, there is a lot of branching. How a situation with three different branches can be predetermined? And if you somehow think it is, how many branches it would take for it not to be? ten, thousand, million? Ultimately there probably is some finite number of things that could occur in the game. And that the GM has though of say, three of them, doesn't mean these are the only things the GM will 'allow' to happen in the game, it merely means that those are the things the GM though were most likely to occur.To me it looks like all the outcomes are predetermined - eg if the PCs steal the dead king's heart from the tomb, then they become fugitives.
So to me that looks like we have a very strong helping of Force, in the sense of scene-framing as a form of reducing options and also the control over outcomes of certain key actions.
Whether it counts as railroading or participationism depends on the preferences of the participants in the game.
What's the illusion you have in mind?not a nebulous "whoever you think is guilty actually IS guilty" thing (which I consider to be illusionism of a different color.)
Well, that's not how it looks to me. It seems to be a flowchart of events. And the poster who posted it - @Scott Christian - has expressly compared it to an AP structure. Which reinforces my sense of it as a flowchart of events.I don't think this necessarily implies force, merely mapping likely courses the events could take.
But potential events or guaranteed events? That's the question.Well, that's not how it looks to me. It seems to be a flowchart of events. And the poster who posted it - @Scott Christian - has expressly compared it to an AP structure. Which reinforces my sense of it as a flowchart of events.