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<blockquote data-quote="Celebrim" data-source="post: 5180337" data-attributes="member: 4937"><p>No, I don't think it does. There are certainly tables that play with a story mostly composed before play. (If you've played a published adventure path, you're one). There are tables like The Shaman's where no story exists at all before hand. There is a big continium in the middle. And even in that continium, there might be alot of variation in how they achieve the mixture. For example, one table might bounce back and forth between the two extremes, using entirely scenario/plot driven adventures on the one hand and agreeing to ride the rails, and then afterwards spend sessions improvising up a set of encounters starting from setting information alone. Others may use a blend of the two, for example, setting up a detailed urban or wilderness setting and mostly sandboxing while integrating an event driven story line in the background as an overarching metaplot. Others set up sandboxes with hooks, and players go and explore until they find a hook that sets off a series of preplanned events (alot of sandbox style cRPGs set up worlds more or less like that, and the PnP version works well too).</p><p></p><p></p><p></p><p>You can't. And yet, as The Shaman insists, it still moves. Published modules have particular constraints and have developed sets of expectations on the part of the buyers. There are certain styles of games that you can't fit into a 32 or 64 page description. By no means however does everyone play games that resemble published modules.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5180337, member: 4937"] No, I don't think it does. There are certainly tables that play with a story mostly composed before play. (If you've played a published adventure path, you're one). There are tables like The Shaman's where no story exists at all before hand. There is a big continium in the middle. And even in that continium, there might be alot of variation in how they achieve the mixture. For example, one table might bounce back and forth between the two extremes, using entirely scenario/plot driven adventures on the one hand and agreeing to ride the rails, and then afterwards spend sessions improvising up a set of encounters starting from setting information alone. Others may use a blend of the two, for example, setting up a detailed urban or wilderness setting and mostly sandboxing while integrating an event driven story line in the background as an overarching metaplot. Others set up sandboxes with hooks, and players go and explore until they find a hook that sets off a series of preplanned events (alot of sandbox style cRPGs set up worlds more or less like that, and the PnP version works well too). You can't. And yet, as The Shaman insists, it still moves. Published modules have particular constraints and have developed sets of expectations on the part of the buyers. There are certain styles of games that you can't fit into a 32 or 64 page description. By no means however does everyone play games that resemble published modules. [/QUOTE]
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