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Scenario and setting design, with GM and players in mind
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<blockquote data-quote="Lanefan" data-source="post: 8767340" data-attributes="member: 29398"><p>Thing is, from my viewpoint the players discovering these things and the GM revealing them are the same event and occur at the same time; the discovery from the player side leads to, and thus is, the reveal from the GM side. That said...</p><p></p><p>...I also don't think third-act twists necessarily put the players in a passive state of participation. Their level of passivity will be shown by what, if anything, they do with or about this new information; or whether they care about it. Personally, I think if they don't care about the third-act twist and-or it doesn't spur them to significant action it just means I've done a lousy job of setting it up during acts one and two - and yes, over the years I've certainly had a few of these fall flat on their faces. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I've also had some work out quite well, though, so it's not a technique I'm about to abandon completely.</p><p></p><p>Third-act twists are IMO a different sort of thing than a more basic setting reveal, in that a 3a-twist is (ideally) directly related to the PCs and-or whatever plot is going on or emerging at the time; while a basic setting reveal - e.g. the world is all on the back of a turtle - is more broad-based and applies equally to any PCs in the setting whether currently in play or not.</p><p></p><p>I do, if only because it allows me-as-GM to legitimately maintain a sense that there is always more out there to discover should they care to look for it. It also allows me to keep those things in my pocket as either adventure hooks or unexpected developments for later in the campaign, and as I run long open-ended campaigns havign a few of these in the chamber can be very handy sometimes.</p><p></p><p>Spoiler in case any of my current or former players happen to read this:</p><p>[SPOILER]There's a secret about my current setting that's been in place since before the campaign started which, fourteen years in, nobody yet knows: their binary-planet system is held in place (and to some extent held together; it's otherwise astronomically impossible for two planets to be and remain as close to each other as these are) by several high-tech and divinely-created satellites. Sooner or later, should the PC levels ever get high enough, some adventure or other is going to take them to one of these satellites; at which point with any luck they'll figure this all out while also realizing that keeping these satellites in one piece and functional would be very beneficial to all.</p><p></p><p>They've already found in-play the means to get to the satellites (several vessels known to be spaceships) but don't know how to operate them or where they can go.</p><p></p><p>But if none of this ever happens and none of it ever comes to light, it's no skin off my nose other than the hour or two of thought and writing I put into it back in 2007.[/SPOILER]</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8767340, member: 29398"] Thing is, from my viewpoint the players discovering these things and the GM revealing them are the same event and occur at the same time; the discovery from the player side leads to, and thus is, the reveal from the GM side. That said... ...I also don't think third-act twists necessarily put the players in a passive state of participation. Their level of passivity will be shown by what, if anything, they do with or about this new information; or whether they care about it. Personally, I think if they don't care about the third-act twist and-or it doesn't spur them to significant action it just means I've done a lousy job of setting it up during acts one and two - and yes, over the years I've certainly had a few of these fall flat on their faces. :) I've also had some work out quite well, though, so it's not a technique I'm about to abandon completely. Third-act twists are IMO a different sort of thing than a more basic setting reveal, in that a 3a-twist is (ideally) directly related to the PCs and-or whatever plot is going on or emerging at the time; while a basic setting reveal - e.g. the world is all on the back of a turtle - is more broad-based and applies equally to any PCs in the setting whether currently in play or not. I do, if only because it allows me-as-GM to legitimately maintain a sense that there is always more out there to discover should they care to look for it. It also allows me to keep those things in my pocket as either adventure hooks or unexpected developments for later in the campaign, and as I run long open-ended campaigns havign a few of these in the chamber can be very handy sometimes. Spoiler in case any of my current or former players happen to read this: [SPOILER]There's a secret about my current setting that's been in place since before the campaign started which, fourteen years in, nobody yet knows: their binary-planet system is held in place (and to some extent held together; it's otherwise astronomically impossible for two planets to be and remain as close to each other as these are) by several high-tech and divinely-created satellites. Sooner or later, should the PC levels ever get high enough, some adventure or other is going to take them to one of these satellites; at which point with any luck they'll figure this all out while also realizing that keeping these satellites in one piece and functional would be very beneficial to all. They've already found in-play the means to get to the satellites (several vessels known to be spaceships) but don't know how to operate them or where they can go. But if none of this ever happens and none of it ever comes to light, it's no skin off my nose other than the hour or two of thought and writing I put into it back in 2007.[/SPOILER] [/QUOTE]
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