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Why we like plot: Our Job as DMs
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<blockquote data-quote="Ariosto" data-source="post: 5007117" data-attributes="member: 80487"><p>How do you get in the first place into a state in which possible "adventures" are so finite as comprehensively to be counted, much less on the fingers of one hand?!</p><p></p><p>What you seem determined to miss is the difference between writing a plot and setting up a situation!</p><p></p><p>The latter is like putting some snacks on the table, stocking the 'fridge' with drinks, and welcoming friends at the door. People interact of their own accord, and that's a party -- or an old-fashioned D&D game.</p><p></p><p>It need not take a whole lot of work. Really, the factor of reuse of elements means that it takes <em>less</em> labor than plotting, ever less per hour of play the longer the campaign continues.</p><p></p><p>With reasonable consideration for constraints of time in the imagined situation, it requires negligible voluntary restraint on the players' part to make starting with but a small area mapped quite feasible. Factors in the design of the original game, and in the attitudes of players drawn to play it with skill, make that a snap. Start characters at first level, and you'll have plenty of opportunity to grow.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5007117, member: 80487"] How do you get in the first place into a state in which possible "adventures" are so finite as comprehensively to be counted, much less on the fingers of one hand?! What you seem determined to miss is the difference between writing a plot and setting up a situation! The latter is like putting some snacks on the table, stocking the 'fridge' with drinks, and welcoming friends at the door. People interact of their own accord, and that's a party -- or an old-fashioned D&D game. It need not take a whole lot of work. Really, the factor of reuse of elements means that it takes [I]less[/I] labor than plotting, ever less per hour of play the longer the campaign continues. With reasonable consideration for constraints of time in the imagined situation, it requires negligible voluntary restraint on the players' part to make starting with but a small area mapped quite feasible. Factors in the design of the original game, and in the attitudes of players drawn to play it with skill, make that a snap. Start characters at first level, and you'll have plenty of opportunity to grow. [/QUOTE]
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