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Community
General Tabletop Discussion
*TTRPGs General
What are the basic building blocks of your games?
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<blockquote data-quote="Steel_Wind" data-source="post: 5187822" data-attributes="member: 20741"><p>The PCs are special. They have a "Destiny".</p><p></p><p>The Bad Guy has a Plan. It will be bad, as in "<em>crossing the streams</em>" BAD if he succeeds.</p><p></p><p><strong><em>Bad Guy meet Destiny; Destiny, Bad Guy.</em></strong></p><p><strong><em></em></strong></p><p>Really - it's all about that with me. There are all sorts of variants and coolness (and failed not-so-coolness) which layers on top of this theme. Sometimes it's enough to be memorable on its own and distract the players from the essential sameness of the "It will be BAD" metaplot. But... I know a cliche when I see it - and that's my cliche.</p><p></p><p>Or...maybe it's a "classic" theme. Or let's call it "iconic"!!</p><p></p><p>Nah. It's cliche. I accept it and live with the consequences.</p><p></p><p>So that's the core of my good campaign structures. It's almost always a complex meta-plot and Destiny standing in the BBEG's way. *shrug* I've tried all kinds of other BAD ones. But these are the only ones that really work.</p><p></p><p>The path is never straightforward, The plot is twisty turny and the mysteries deepen and the PCs will never, ever figure it all out if someone doesn't write it down. But sooner or later -- it does become clear and a layer is peeled back... and then it's on through the next layer.</p><p></p><p>The guys get this and enjoy it. Apparently, the slow build twisty stuff drives my wife nuts though.</p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 5187822, member: 20741"] The PCs are special. They have a "Destiny". The Bad Guy has a Plan. It will be bad, as in "[I]crossing the streams[/I]" BAD if he succeeds. [B][I]Bad Guy meet Destiny; Destiny, Bad Guy. [/I][/B] Really - it's all about that with me. There are all sorts of variants and coolness (and failed not-so-coolness) which layers on top of this theme. Sometimes it's enough to be memorable on its own and distract the players from the essential sameness of the "It will be BAD" metaplot. But... I know a cliche when I see it - and that's my cliche. Or...maybe it's a "classic" theme. Or let's call it "iconic"!! Nah. It's cliche. I accept it and live with the consequences. So that's the core of my good campaign structures. It's almost always a complex meta-plot and Destiny standing in the BBEG's way. *shrug* I've tried all kinds of other BAD ones. But these are the only ones that really work. The path is never straightforward, The plot is twisty turny and the mysteries deepen and the PCs will never, ever figure it all out if someone doesn't write it down. But sooner or later -- it does become clear and a layer is peeled back... and then it's on through the next layer. The guys get this and enjoy it. Apparently, the slow build twisty stuff drives my wife nuts though. [/QUOTE]
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What are the basic building blocks of your games?
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