Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Sandboxes? Forked from Paizo reinvents hexcrawling
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ariosto" data-source="post: 5125534" data-attributes="member: 80487"><p>The original Wilderlands of High Fantasy packet is a <strong>lot</strong> less detailed than the Necromancer Games boxed set. The latter not only compiles material from a pile of later modules but adds much new material (very little of it 3e-specific). The difference is 32 pages -> about 450 pages (plus maps).</p><p></p><p>Darned right. The relationships that players develop in play are the main focus.</p><p></p><p>That's a difference from the assumption that there is THE plot, provided by the GM!</p><p></p><p>The prevailing mode in scenario design is basically to answer the question of what is going to happen to the players. Turning that around, one gets a design that asks the question of what the players will do.</p><p></p><p>Any scripted sequence of events -- such as a program of 'encounters' in the WotC sense -- must depend at multiple points on the PCs doing certain things and not doing others. Anticipating the more likely things that <em>might</em> happen can be useful, certainly. However, laying down not a script but an <em>environment</em> that operates on general principles facilitates a lot of agility in response to the players' initiatives.</p><p></p><p>That might sometimes be the current state, in broad strokes. I mean that as a caution against taking too literally the upper bound of "a dozen possibilities" (or assuming it to be at a certain level of resolution/ precision).</p><p></p><p>I think it important, not as some "ideal" but as what I have found to be good practical advice, to distinguish "plot" in a very loose sense ("stories" as hypothetical courses of events, and as narratives told after the fact) from buying a ticket on a pre-existing roller-coaster.</p><p></p><p>If one really cannot break a habit of thinking of an 'adventure' as necessarily "this or that series of encounters the GM has planned", then I am afraid one is likely to shoulder a very heavy burden of work in trying to run an otherwise free-wheeling campaign.</p><p></p><p>Even without that, one may sometimes find it prudent to tell players wishing to explore the Lost Continent of Emu that it is really not so much misplaced as still mostly a blank even on the referee's map -- so their expedition can be scheduled no earlier than next week, if it is going to be up to snuff.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5125534, member: 80487"] The original Wilderlands of High Fantasy packet is a [B]lot[/B] less detailed than the Necromancer Games boxed set. The latter not only compiles material from a pile of later modules but adds much new material (very little of it 3e-specific). The difference is 32 pages -> about 450 pages (plus maps). Darned right. The relationships that players develop in play are the main focus. That's a difference from the assumption that there is THE plot, provided by the GM! The prevailing mode in scenario design is basically to answer the question of what is going to happen to the players. Turning that around, one gets a design that asks the question of what the players will do. Any scripted sequence of events -- such as a program of 'encounters' in the WotC sense -- must depend at multiple points on the PCs doing certain things and not doing others. Anticipating the more likely things that [I]might[/I] happen can be useful, certainly. However, laying down not a script but an [I]environment[/I] that operates on general principles facilitates a lot of agility in response to the players' initiatives. That might sometimes be the current state, in broad strokes. I mean that as a caution against taking too literally the upper bound of "a dozen possibilities" (or assuming it to be at a certain level of resolution/ precision). I think it important, not as some "ideal" but as what I have found to be good practical advice, to distinguish "plot" in a very loose sense ("stories" as hypothetical courses of events, and as narratives told after the fact) from buying a ticket on a pre-existing roller-coaster. If one really cannot break a habit of thinking of an 'adventure' as necessarily "this or that series of encounters the GM has planned", then I am afraid one is likely to shoulder a very heavy burden of work in trying to run an otherwise free-wheeling campaign. Even without that, one may sometimes find it prudent to tell players wishing to explore the Lost Continent of Emu that it is really not so much misplaced as still mostly a blank even on the referee's map -- so their expedition can be scheduled no earlier than next week, if it is going to be up to snuff. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Sandboxes? Forked from Paizo reinvents hexcrawling
Top