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The Alexandrian’s Insights In a Nutshell [+]
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<blockquote data-quote="mamba" data-source="post: 9286065" data-attributes="member: 7034611"><p>yes, the three clues provide redundancy so the players can learn about events / facts in the world the GM wants them to know about somewhat reliably. What they then do with that information is still up to the players however</p><p></p><p>I guess I am not seeing the difference between this and what you do that you consider this plot, but not yours. You gave the players several clues to the bandit hideout, JA is placing several clues to much the same thing. Is the difference only that yours originated from random events while his are placed? That still makes either clues to ‘follow’ a ‘plot’.</p><p></p><p></p><p>sounds fine, but that is not what JA is describing. The events in ‘don’t prep plots’ only happen if the characters do <em>not</em> get involved. The guys board the ship, run into some other vessel two days later and so on, if the players do nothing. If they do, they can potentially intercept them before they meet the other ship, or affect the events in some other way, instead of them just playing out</p><p></p><p>If no one opposes a front you create, what happens? They accomplish their goal, don’t they? This is no different to me</p><p></p><p></p><p>doesn’t that just change the way the clues are obtained?</p><p></p><p></p><p>well, in case of a mystery I guess I agree. A mystery is something with one solution the players either uncover, or they do not. At least to me the solution does not change based on the character’s actions, that only determines their success in uncovering it</p><p></p><p>Clues can be used for all kinds of things however, not just to solve a mystery. Maybe we are too hung up on the word ‘clue’</p></blockquote><p></p>
[QUOTE="mamba, post: 9286065, member: 7034611"] yes, the three clues provide redundancy so the players can learn about events / facts in the world the GM wants them to know about somewhat reliably. What they then do with that information is still up to the players however I guess I am not seeing the difference between this and what you do that you consider this plot, but not yours. You gave the players several clues to the bandit hideout, JA is placing several clues to much the same thing. Is the difference only that yours originated from random events while his are placed? That still makes either clues to ‘follow’ a ‘plot’. sounds fine, but that is not what JA is describing. The events in ‘don’t prep plots’ only happen if the characters do [I]not[/I] get involved. The guys board the ship, run into some other vessel two days later and so on, if the players do nothing. If they do, they can potentially intercept them before they meet the other ship, or affect the events in some other way, instead of them just playing out If no one opposes a front you create, what happens? They accomplish their goal, don’t they? This is no different to me doesn’t that just change the way the clues are obtained? well, in case of a mystery I guess I agree. A mystery is something with one solution the players either uncover, or they do not. At least to me the solution does not change based on the character’s actions, that only determines their success in uncovering it Clues can be used for all kinds of things however, not just to solve a mystery. Maybe we are too hung up on the word ‘clue’ [/QUOTE]
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