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Why Jargon is Bad, and Some Modern Resources for RPG Theory
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<blockquote data-quote="niklinna" data-source="post: 8654591" data-attributes="member: 71235"><p>Yes, some published modules are written like a play, with acts and scenes in order, and no matter what the players do, the action proceeds from one to the next. Torg Eternity does this a lot, and has explicit instructions to the GM to make sure the villain escapes or that the PCs get captured, for example, no matter what the players do.</p><p></p><p>Some modules will say, if the PCs capture/defeat the villain, go to scene X, if the vllain gets away, go to scene Y. Or there will be language in the next scene about how things are if the villain was defeated or got away.</p><p></p><p>Some modules, of course, just say, here's all the significant NPCs and where they are. Have fun! (They might have notes about how NPCs will behave if certain things happen, too).</p></blockquote><p></p>
[QUOTE="niklinna, post: 8654591, member: 71235"] Yes, some published modules are written like a play, with acts and scenes in order, and no matter what the players do, the action proceeds from one to the next. Torg Eternity does this a lot, and has explicit instructions to the GM to make sure the villain escapes or that the PCs get captured, for example, no matter what the players do. Some modules will say, if the PCs capture/defeat the villain, go to scene X, if the vllain gets away, go to scene Y. Or there will be language in the next scene about how things are if the villain was defeated or got away. Some modules, of course, just say, here's all the significant NPCs and where they are. Have fun! (They might have notes about how NPCs will behave if certain things happen, too). [/QUOTE]
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