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General Tabletop Discussion
*TTRPGs General
What Should An Introductory Scenario Look Like?
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<blockquote data-quote="payn" data-source="post: 9530658" data-attributes="member: 90374"><p>Id say a one shot that highlights the play design. Although, not something too complex. For example, if you have a monster/enemy.NPC that uses special rules, try and isolate that situation so the rules are repetitive and easy to follow. Do not have a room full of routine baddies and the special rules guy where some of the players will encounter those rules, and some will not. Or, they engage then disengage and need constant refreshing of the rules and mechanics. </p><p></p><p>Use their experience with the system to design a one shot that highlights the design.</p><p></p><p>I dont think so. However, as a GM you may find examples that work better that were not included by the designer in their intro product. Or, you may have come up with ideas to expand or make the intro product work better. </p><p></p><p>The designers are working for <em>all </em>groups, a GM is working for <em>their </em>group. That makes a difference and a GM has the luxury of tailoring to their folks specifically.</p><p></p><p>All three? I think at the very least you ought to have one of those things.</p><p></p><p>I didnt.</p></blockquote><p></p>
[QUOTE="payn, post: 9530658, member: 90374"] Id say a one shot that highlights the play design. Although, not something too complex. For example, if you have a monster/enemy.NPC that uses special rules, try and isolate that situation so the rules are repetitive and easy to follow. Do not have a room full of routine baddies and the special rules guy where some of the players will encounter those rules, and some will not. Or, they engage then disengage and need constant refreshing of the rules and mechanics. Use their experience with the system to design a one shot that highlights the design. I dont think so. However, as a GM you may find examples that work better that were not included by the designer in their intro product. Or, you may have come up with ideas to expand or make the intro product work better. The designers are working for [I]all [/I]groups, a GM is working for [I]their [/I]group. That makes a difference and a GM has the luxury of tailoring to their folks specifically. All three? I think at the very least you ought to have one of those things. I didnt. [/QUOTE]
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