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Why we like plot: Our Job as DMs
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<blockquote data-quote="Ydars" data-source="post: 4993949" data-attributes="member: 62992"><p>I agree with CharlesRyan: that plot is not necessarily equal to railroad but think that we need to think deeper about outcomes.</p><p></p><p>If the resolution of every scene/fight/situation/roleplay in an adventure is defined as an outcome, the design problem becomes how to allow as many outcomes as possible from each scene, whilst still creating a situation where it makes sense for scene 1 to follow scene 2 etc (or at least allowing the DM to get some play out of his pre-prepared locations/NPCs etc.</p><p></p><p>What I am saying is, is I want the resolution of each scene to be meaningful and not just the resolution of the whole campaign. </p><p></p><p>For that to be true, each scene has to have multiple outcomes and if that is true, you are going to end up with many roads/locations/logic paths that are never followed or played: this is a serious waste of GM prep time. </p><p></p><p>This is why the "sand-boxers" would argue that we should concentrate on designing a reusable environment for the players to interact with rather than using plot to corall the action to certain times and places. </p><p></p><p>I don't entirely agree with them, but think that we need some better general strategies for allowing adventure writers and DMs to create plots that have a backstory without pre-determining the outcome of any scene/fight/roleplay.</p></blockquote><p></p>
[QUOTE="Ydars, post: 4993949, member: 62992"] I agree with CharlesRyan: that plot is not necessarily equal to railroad but think that we need to think deeper about outcomes. If the resolution of every scene/fight/situation/roleplay in an adventure is defined as an outcome, the design problem becomes how to allow as many outcomes as possible from each scene, whilst still creating a situation where it makes sense for scene 1 to follow scene 2 etc (or at least allowing the DM to get some play out of his pre-prepared locations/NPCs etc. What I am saying is, is I want the resolution of each scene to be meaningful and not just the resolution of the whole campaign. For that to be true, each scene has to have multiple outcomes and if that is true, you are going to end up with many roads/locations/logic paths that are never followed or played: this is a serious waste of GM prep time. This is why the "sand-boxers" would argue that we should concentrate on designing a reusable environment for the players to interact with rather than using plot to corall the action to certain times and places. I don't entirely agree with them, but think that we need some better general strategies for allowing adventure writers and DMs to create plots that have a backstory without pre-determining the outcome of any scene/fight/roleplay. [/QUOTE]
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