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What the Heck is Fractal Adventure Design?
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<blockquote data-quote="Radiating Gnome" data-source="post: 7652934" data-attributes="member: 150"><p>It wouldn't surprise me if similar ideas were rattling around in other games I'm less familiar with -- probably just not talked about in the same way, with the same terms. </p><p></p><p>Where the idea becomes most interesting to me, really, is when you get to the idea of adventure design -- the idea of asking questions, and answering those questions through gameplay -- and using whatever scale of question is the most entertaining for play. And, ultimately, that idea is system-neutral -- we can approach preparing and running adventures in any game system with those ideas. </p><p></p><p>So, in the end, it's mostly about finding a way out of more rigid location-based and event-based adventure design. Of course, that's all well and good until you reach a point at which you actually have to run a scene with a given system. </p><p></p><p>Some, more free-flowing games like FATE are far easier to improvise with, because they game doesn't expect a level of detail in a scene -- the way D&D tends to -- that makes improvisation. Still, even in games that tend towards more preparation, being able to think about your campaign in these ways is still quite useful. </p><p></p><p>-rg</p></blockquote><p></p>
[QUOTE="Radiating Gnome, post: 7652934, member: 150"] It wouldn't surprise me if similar ideas were rattling around in other games I'm less familiar with -- probably just not talked about in the same way, with the same terms. Where the idea becomes most interesting to me, really, is when you get to the idea of adventure design -- the idea of asking questions, and answering those questions through gameplay -- and using whatever scale of question is the most entertaining for play. And, ultimately, that idea is system-neutral -- we can approach preparing and running adventures in any game system with those ideas. So, in the end, it's mostly about finding a way out of more rigid location-based and event-based adventure design. Of course, that's all well and good until you reach a point at which you actually have to run a scene with a given system. Some, more free-flowing games like FATE are far easier to improvise with, because they game doesn't expect a level of detail in a scene -- the way D&D tends to -- that makes improvisation. Still, even in games that tend towards more preparation, being able to think about your campaign in these ways is still quite useful. -rg [/QUOTE]
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