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Re-thinking PC death and storytelling
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<blockquote data-quote="Niccodaemus" data-source="post: 5810342" data-attributes="member: 6683506"><p>One of the things that always takes me so long in designing an adventure is seeing through the prism of an array of characters. Nearly every "module" I purchased went through extensive revision by me to make the motivation for going in make sense to each of the PCs fairly equally.</p><p></p><p>The interesting thing about doing this is from the get go, PCs may have very different goals and motivations for going on the adventure, which they may or may not share with one another. The thief in the group may have a side contract, and he might be waiting for the opportune moment to claim (or wrest!) a particular piece of treasure.</p><p></p><p>"You guys can keep the swords and scrolls and stuff. I just want some gems, as I like to travel light. Like say, that ruby over there."</p><p></p><p>It works best if the PCs do not have to screw each other over to attain their goals, even if the other PCs might not be too happy if they knew exactly what was going on.</p><p></p><p>A great example of this type of riff raff team with differing goals is the TV series Firefly. The Doctor just wanted a cure for his sister. Jayne is out for himself. The Captain has his ship to worry about.</p><p></p><p>"Seed the field" with hooks for different characters. Have a thief hook, a ranger hook, a paladin hood, a cleric hook, a magic hook.</p><p></p><p>When a PC dies, a new character can step into the void an follow the breadcrumb trail.</p></blockquote><p></p>
[QUOTE="Niccodaemus, post: 5810342, member: 6683506"] One of the things that always takes me so long in designing an adventure is seeing through the prism of an array of characters. Nearly every "module" I purchased went through extensive revision by me to make the motivation for going in make sense to each of the PCs fairly equally. The interesting thing about doing this is from the get go, PCs may have very different goals and motivations for going on the adventure, which they may or may not share with one another. The thief in the group may have a side contract, and he might be waiting for the opportune moment to claim (or wrest!) a particular piece of treasure. "You guys can keep the swords and scrolls and stuff. I just want some gems, as I like to travel light. Like say, that ruby over there." It works best if the PCs do not have to screw each other over to attain their goals, even if the other PCs might not be too happy if they knew exactly what was going on. A great example of this type of riff raff team with differing goals is the TV series Firefly. The Doctor just wanted a cure for his sister. Jayne is out for himself. The Captain has his ship to worry about. "Seed the field" with hooks for different characters. Have a thief hook, a ranger hook, a paladin hood, a cleric hook, a magic hook. When a PC dies, a new character can step into the void an follow the breadcrumb trail. [/QUOTE]
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