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The Alexandrian’s Insights In a Nutshell [+]
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<blockquote data-quote="Campbell" data-source="post: 9286843" data-attributes="member: 16586"><p>The sense I get from The Alexandrian is that he's actually talking about prepping adventures with hooks players can opt into or not, but once you have that binary other than peacing out it's going to follow a fairly routine structure whether node based or purely linear in nature. Sure, side treks might happen, but the players mostly take on the agenda the GM has set for them in the adventure design. It's not entirely unlike theme park MMO designs.</p><p></p><p><em>Don't prep plots - prep situations</em> implies something else to me where the <strong>3-clue rule</strong> does not really have any work to do. If you are really prepping situations and not plots, then it should not matter whether or not player characters solve the mystery or not. The game should move forward, and the scenario should evolve even when the player characters fail to notice "important" details. There should be no need to get back on track. The killer kills another victim. More stigmata appear. Whatever. The game goes on and there is more stuff that happens.</p><p></p><p>This is generally how my home group approaches our Vampire and Exalted games. If you fail to find out everything that's going on you just operate based on what you know because there is no adventure to solve. Scenarios just progress through fallout and mutate into new scenarios.</p></blockquote><p></p>
[QUOTE="Campbell, post: 9286843, member: 16586"] The sense I get from The Alexandrian is that he's actually talking about prepping adventures with hooks players can opt into or not, but once you have that binary other than peacing out it's going to follow a fairly routine structure whether node based or purely linear in nature. Sure, side treks might happen, but the players mostly take on the agenda the GM has set for them in the adventure design. It's not entirely unlike theme park MMO designs. [I]Don't prep plots - prep situations[/I] implies something else to me where the [B]3-clue rule[/B] does not really have any work to do. If you are really prepping situations and not plots, then it should not matter whether or not player characters solve the mystery or not. The game should move forward, and the scenario should evolve even when the player characters fail to notice "important" details. There should be no need to get back on track. The killer kills another victim. More stigmata appear. Whatever. The game goes on and there is more stuff that happens. This is generally how my home group approaches our Vampire and Exalted games. If you fail to find out everything that's going on you just operate based on what you know because there is no adventure to solve. Scenarios just progress through fallout and mutate into new scenarios. [/QUOTE]
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