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<blockquote data-quote="Tonguez" data-source="post: 49392" data-attributes="member: 1125"><p>My approach think globally then use'Templates'</p><p>A story is made up of 3 things (ie Templates) - Setting (Map), Events and Characters. The interaction of Characters and Events creates the story</p><p></p><p></p><p>1 Think up an Uber plot </p><p>2 Generate the important participants (NPC), Sites, Monsters and their backgrounds (motives, relationships with others, cohorts, families, allies and enemies)</p><p>3 Work out how the seperate elements of the plot and setting might be related - <em>eg I have goblins, ogres, gnomes and Sahuagin as the main humanoids in this region. OK Goblins are slaves living in fear of the ogres. Gnomes are numerous sometimes encounter goblins and tend to avoid ogres entirely.</em></p><p><em>Sahuagin are raiders who attack the coast but otherwise don't interact.</em></p><p></p><p>SETTING</p><p>3Generate Map (Geographic and Ecological features)</p><p>4 Divide map into sectors and populate with NPCs and creature ecologies</p><p></p><p>EVENTS</p><p>5 Create plot events and random events which make sense to the adventure/ecology/region </p><p>6 place 'plot events' (episodes) in a few selected sectors</p><p>7 place random events in the other sectors (at least 4)</p><p>8 sprinkle info/clues, PC enhancers (useful items and bonus 'powerups') amongst the random events (<em>this helps to link random stuff to the uber plot</em>)</p><p></p><p>CHARACTERS</p><p>9 Tell players where they are and get the Players to determine WHY the PCs are 'here, now" (players are now focussed on their own goals - work these into the random events and even the plot where possible)</p><p></p><p>10. Play - let the PCs explore the whole 'map region' encountering events (hopefully they will hit upon a Plot event which will lead them on to completing the planned Adventure), HOWEVER be ready to improvise (this is where creating NPC backgrounds, and ecolgies is handy). Remeber though that even random events should give clues linked to the plot events and hopefully steer PCs that way</p><p></p><p>NB</p><p>Remember that Events 'Templates' can be moved and layed over different settings (map sectors) as required</p><p></p><p>Always have some subadventure idea handy just incase the PCs decide to ignore the plot and follw a random encounter instead</p></blockquote><p></p>
[QUOTE="Tonguez, post: 49392, member: 1125"] My approach think globally then use'Templates' A story is made up of 3 things (ie Templates) - Setting (Map), Events and Characters. The interaction of Characters and Events creates the story 1 Think up an Uber plot 2 Generate the important participants (NPC), Sites, Monsters and their backgrounds (motives, relationships with others, cohorts, families, allies and enemies) 3 Work out how the seperate elements of the plot and setting might be related - [i]eg I have goblins, ogres, gnomes and Sahuagin as the main humanoids in this region. OK Goblins are slaves living in fear of the ogres. Gnomes are numerous sometimes encounter goblins and tend to avoid ogres entirely. Sahuagin are raiders who attack the coast but otherwise don't interact.[/i] SETTING 3Generate Map (Geographic and Ecological features) 4 Divide map into sectors and populate with NPCs and creature ecologies EVENTS 5 Create plot events and random events which make sense to the adventure/ecology/region 6 place 'plot events' (episodes) in a few selected sectors 7 place random events in the other sectors (at least 4) 8 sprinkle info/clues, PC enhancers (useful items and bonus 'powerups') amongst the random events ([i]this helps to link random stuff to the uber plot[/i]) CHARACTERS 9 Tell players where they are and get the Players to determine WHY the PCs are 'here, now" (players are now focussed on their own goals - work these into the random events and even the plot where possible) 10. Play - let the PCs explore the whole 'map region' encountering events (hopefully they will hit upon a Plot event which will lead them on to completing the planned Adventure), HOWEVER be ready to improvise (this is where creating NPC backgrounds, and ecolgies is handy). Remeber though that even random events should give clues linked to the plot events and hopefully steer PCs that way NB Remember that Events 'Templates' can be moved and layed over different settings (map sectors) as required Always have some subadventure idea handy just incase the PCs decide to ignore the plot and follw a random encounter instead [/QUOTE]
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