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The Alexandrian’s Insights In a Nutshell [+]
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9286003" data-attributes="member: 82106"><p>Right, nodes, clues, and situations is pregenerating all these linkages. That's the point of the 'nodes, and clues' part, and in that context a 'three clues rule' makes sense, because it guarantees that your PLOT HAPPENS. This is a fine design for heavily prepped material ranging from sandbox (no particular order of appearance) to semi-linear adventure path (order of appearance matters to some degree). When you are prepping, the last thing you want to do is spend a bunch of time building out some location and then have it not appear in play. This is especially the case where motivations and direction of play will be lost if certain things don't happen. Sandbox lacks that later part, in general, but the "I want my prep to be consumed" part still applies, so a three clue rule still works here.</p><p></p><p>Again, the 'situations, not plot' is MUCH more local. This fits with the 'roster' idea, where a given location is designed so that the inhabitants are intended to respond in a dynamic way. Here you eschew specific assumptions about how the party approaches the location.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9286003, member: 82106"] Right, nodes, clues, and situations is pregenerating all these linkages. That's the point of the 'nodes, and clues' part, and in that context a 'three clues rule' makes sense, because it guarantees that your PLOT HAPPENS. This is a fine design for heavily prepped material ranging from sandbox (no particular order of appearance) to semi-linear adventure path (order of appearance matters to some degree). When you are prepping, the last thing you want to do is spend a bunch of time building out some location and then have it not appear in play. This is especially the case where motivations and direction of play will be lost if certain things don't happen. Sandbox lacks that later part, in general, but the "I want my prep to be consumed" part still applies, so a three clue rule still works here. Again, the 'situations, not plot' is MUCH more local. This fits with the 'roster' idea, where a given location is designed so that the inhabitants are intended to respond in a dynamic way. Here you eschew specific assumptions about how the party approaches the location. [/QUOTE]
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