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<blockquote data-quote="Quickleaf" data-source="post: 3039734" data-attributes="member: 20323"><p>Only in a game with long GM prep times like D&D, or when running a purchased linear adventure, have I seen GMs manipulate or force the player to follow a predetermined plot. If done artfully, many players don't even notice and have a great time.</p><p></p><p>However, if you have a savvy group of players who understand scene framing, who have GMed before, and who can sense railroading, "faking it" won't ameliorate their frustration with being forced/manipulated into a predetermined plot.</p><p></p><p>I have changed how I write adventures. I write down the problem/situation of the adventure and the role of the characters (or several possible ways they could be involved). I detail the main NPCs. I sketch out brief notes on major setting elements (e.g. traps, puzzles, maps, player handouts, various factions). Finally I write a list of various things to throw at the players that makes sense for the adventure (e.g. "a beligerent jewel merchant accuses you of theft and you soon find yourselves surrounded by guards"). Lastly I try to make a timeline of how the antagonist's plan advances without PC interference (if there is a main antagonist with a plan).</p><p>Running an adventure like this is easy. The first scene sets up the conflict and introduces the theme/feel of the game - I pick an interesting NPC or two and have them interact with the PCs. Anytime the PCs start to slow down, I throw something at them.</p><p></p><p>No need for a pre-determined plot with an adventure structured this way.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 3039734, member: 20323"] Only in a game with long GM prep times like D&D, or when running a purchased linear adventure, have I seen GMs manipulate or force the player to follow a predetermined plot. If done artfully, many players don't even notice and have a great time. However, if you have a savvy group of players who understand scene framing, who have GMed before, and who can sense railroading, "faking it" won't ameliorate their frustration with being forced/manipulated into a predetermined plot. I have changed how I write adventures. I write down the problem/situation of the adventure and the role of the characters (or several possible ways they could be involved). I detail the main NPCs. I sketch out brief notes on major setting elements (e.g. traps, puzzles, maps, player handouts, various factions). Finally I write a list of various things to throw at the players that makes sense for the adventure (e.g. "a beligerent jewel merchant accuses you of theft and you soon find yourselves surrounded by guards"). Lastly I try to make a timeline of how the antagonist's plan advances without PC interference (if there is a main antagonist with a plan). Running an adventure like this is easy. The first scene sets up the conflict and introduces the theme/feel of the game - I pick an interesting NPC or two and have them interact with the PCs. Anytime the PCs start to slow down, I throw something at them. No need for a pre-determined plot with an adventure structured this way. [/QUOTE]
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