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<blockquote data-quote="Skyscraper" data-source="post: 5254395" data-attributes="member: 48518"><p>Thanks for your input RangerWickett.</p><p></p><p></p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/glasses.png" class="smilie" loading="lazy" alt="B-)" title="Glasses B-)" data-shortname="B-)" /> This is an actual, recognized design format? Cool. I called that the funnel effect in my first post, but this appears to be precisely what I mean. Usable for an AP or a long adventure, where you can't have a totally open-ended story for the PCs to follow (or at least, I don't know how I'd go about doing it).</p><p></p><p></p><p></p><p>This is part of what I have in mind, it's the general structure I envision. One difference is that I would suggest not providing pre-determined encounters, let the encounters be determined by player actions. You might say: well, this is what happens in WotBS #3; not quite, if I understand you correctly. In WotBS #3, players have the choice of going between a number of predetermined encounters (if they try to resolve the religious dispute, they go to part A of the module, etc...), whereas I would suggest that the DM simply be provided with encounter groups (militia, devil, religious group, ragesian traitors, assassins, ...) and that depending on what the players decide, you pick one of these encounter groups if needed and you throw it at them, in an area that fits the deal at that point.</p><p></p><p>Sky</p></blockquote><p></p>
[QUOTE="Skyscraper, post: 5254395, member: 48518"] Thanks for your input RangerWickett. B-) This is an actual, recognized design format? Cool. I called that the funnel effect in my first post, but this appears to be precisely what I mean. Usable for an AP or a long adventure, where you can't have a totally open-ended story for the PCs to follow (or at least, I don't know how I'd go about doing it). This is part of what I have in mind, it's the general structure I envision. One difference is that I would suggest not providing pre-determined encounters, let the encounters be determined by player actions. You might say: well, this is what happens in WotBS #3; not quite, if I understand you correctly. In WotBS #3, players have the choice of going between a number of predetermined encounters (if they try to resolve the religious dispute, they go to part A of the module, etc...), whereas I would suggest that the DM simply be provided with encounter groups (militia, devil, religious group, ragesian traitors, assassins, ...) and that depending on what the players decide, you pick one of these encounter groups if needed and you throw it at them, in an area that fits the deal at that point. Sky [/QUOTE]
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