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So, whos game is it anyway?
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<blockquote data-quote="Czhorat" data-source="post: 1228060" data-attributes="member: 13826"><p>THe last experience I had in a game with a tightly detailed plot was fairly dreadful. Erithtotl spoke of it in this thread: <a href="http://www.enworld.org/forums/showthread.php?t=60829" target="_blank">http://www.enworld.org/forums/showthread.php?t=60829</a></p><p></p><p>Our problem wasn't with the idea of a plot, but with how thoroughly it dominated the entire gaming experience. I agree with the advice to make sure that the overall plot is loose enough to allow some PC choice. What I'll add is to make sure that the plot is also lightly constrained in terms of timing. Races against the clock are great fun once in a while, but part of our problem was that the entire game felt like one huge downhill rush. I think we'd have tolerated the tight structure of our official "missions" if there were free time in between for us to return someplace we'd previously visited, track down some local rumors, hunt for a specifially desired piece of treasure, or even create magic items. </p><p></p><p>Personally, I think the idea of an overall plot is a great one if done right. You can show snapshops and hints of the larger shape of things throughout the game, and then let the players find ways to get themselves more and more deeply involved as they increase in power. If done well, it could give them some goals greater than just gaining treasure and power. Good luck!</p></blockquote><p></p>
[QUOTE="Czhorat, post: 1228060, member: 13826"] THe last experience I had in a game with a tightly detailed plot was fairly dreadful. Erithtotl spoke of it in this thread: [url]http://www.enworld.org/forums/showthread.php?t=60829[/url] Our problem wasn't with the idea of a plot, but with how thoroughly it dominated the entire gaming experience. I agree with the advice to make sure that the overall plot is loose enough to allow some PC choice. What I'll add is to make sure that the plot is also lightly constrained in terms of timing. Races against the clock are great fun once in a while, but part of our problem was that the entire game felt like one huge downhill rush. I think we'd have tolerated the tight structure of our official "missions" if there were free time in between for us to return someplace we'd previously visited, track down some local rumors, hunt for a specifially desired piece of treasure, or even create magic items. Personally, I think the idea of an overall plot is a great one if done right. You can show snapshops and hints of the larger shape of things throughout the game, and then let the players find ways to get themselves more and more deeply involved as they increase in power. If done well, it could give them some goals greater than just gaining treasure and power. Good luck! [/QUOTE]
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