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The Alexandrian’s Insights In a Nutshell [+]
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<blockquote data-quote="kenada" data-source="post: 9286362" data-attributes="member: 70468"><p>This conversation got started in <a href="https://www.enworld.org/threads/the-alexandrian’s-insights-in-a-nutshell.703060/post-9285733" target="_blank">post #21</a> when you said that, “Any adventure has clues that point towards other situations, even an open sandbox does that.” I responded with a contrasting example assuming you were talking about Justin’s techniques (three clue rule, node-based design, etc). If that’s not what you meant, then I misunderstood.</p><p></p><p></p><p>I agree, and that matches my take.</p><p></p><p></p><p>It’s more that I’m fine with calling things plots if they are conceived as a sequence of events that had to happen. Take the scenario I described in <a href="https://www.enworld.org/threads/the-alexandrian’s-insights-in-a-nutshell.703060/post-9286164" target="_blank">post #135</a>. That’s a plot. The events that needed to happen were:</p><ol> <li data-xf-list-type="ol">The PCs are recruited by Irovetti.</li> <li data-xf-list-type="ol">The PCs learn the tigers were taken outside the city.</li> <li data-xf-list-type="ol">The PCs learn (from outside the city) that the tigers were taken to a cavern.</li> <li data-xf-list-type="ol">The PCs go to the cavern to find the boss.</li> <li data-xf-list-type="ol">The PCs kill the boss and recover the tigers.</li> </ol><p>The looks a lot like a plot doesn’t it? I implemented it entirely with three clue rule and node-based design. The players could decide how they went about navigating nodes until they reached the key points, but all of those key points had to happen for there to be a successful adventure.</p><p></p><p>Anymore, that’s not something I normally do. My homebrew system is designed to support what I want without having to do tons of prep. I think what you describe doing at the end of your post doesn’t sound like a plot. It’s the part where one needs certain events to happen that it turns into one (or starts at least, depending on those events).</p></blockquote><p></p>
[QUOTE="kenada, post: 9286362, member: 70468"] This conversation got started in [URL='https://www.enworld.org/threads/the-alexandrian’s-insights-in-a-nutshell.703060/post-9285733']post #21[/URL] when you said that, “Any adventure has clues that point towards other situations, even an open sandbox does that.” I responded with a contrasting example assuming you were talking about Justin’s techniques (three clue rule, node-based design, etc). If that’s not what you meant, then I misunderstood. I agree, and that matches my take. It’s more that I’m fine with calling things plots if they are conceived as a sequence of events that had to happen. Take the scenario I described in [URL='https://www.enworld.org/threads/the-alexandrian’s-insights-in-a-nutshell.703060/post-9286164']post #135[/URL]. That’s a plot. The events that needed to happen were: [LIST=1] [*]The PCs are recruited by Irovetti. [*]The PCs learn the tigers were taken outside the city. [*]The PCs learn (from outside the city) that the tigers were taken to a cavern. [*]The PCs go to the cavern to find the boss. [*]The PCs kill the boss and recover the tigers. [/LIST] The looks a lot like a plot doesn’t it? I implemented it entirely with three clue rule and node-based design. The players could decide how they went about navigating nodes until they reached the key points, but all of those key points had to happen for there to be a successful adventure. Anymore, that’s not something I normally do. My homebrew system is designed to support what I want without having to do tons of prep. I think what you describe doing at the end of your post doesn’t sound like a plot. It’s the part where one needs certain events to happen that it turns into one (or starts at least, depending on those events). [/QUOTE]
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