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Why we like plot: Our Job as DMs
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<blockquote data-quote="Primitive Screwhead" data-source="post: 5011882" data-attributes="member: 20805"><p>Imaro pretty much it the nail on the head with the statement <em>"...this allows for the very real chance that the PC's can discover interesting and exciting things that may not have occured to them during pre-campaign plotting. "</em></p><p></p><p>The other benefit, for me, is that it is my game world conceived at odd hours of the day with an eye to what sort of world I want to run. I can start a campaign with a group of complete strangers using this method, or.. as is more often the case, get my once a month game up and running without spending two or three months getting characters made and backgrounds built.</p><p></p><p>There isn't really that much extra work. I have a map of the campaign area and basic concepts as to what events/encounters are happening around the place. If the players show interest, I flesh out that particular area. If they don't, I guess at an outcome in general terms and how it would impact the players and/or change events/encounters in that area.</p><p></p><p>Example, this next weekend my Lhazaar group is getting together and I have five plots running within the area of the village, and broad ideas for neighboring areas. I have no idea if they will go after any of the plot hooks, meditate and scribe scrolls, start farming, or go haring off on some tangent. Regardless, I am prepared to enjoy whatever path they take. This means I have five encounter sets designed, mini APs if you will.. and thats about it. The rest is pretty much off the cuff.</p><p> </p><p>In comparison, I spend alot more time converting/preparing the AP I am running for my other group. This is primarily because I am not the designer of the world and I have to memorize alot of detail.</p><p></p><p></p><p>Raven Crowking...</p><p> I may have missed it in the back and forth over drunk chess, but why is it important to validate the definition of a <em>game</em>? </p><p> I admit there is alot of terminology being used in various dialects and intents in this thread.. plot, story point, game mechanic, etc... but I don't see why it matters either "a drunk playing chess" vis "playing drunk chess" as far as GM methodology and how to better run a game?</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 5011882, member: 20805"] Imaro pretty much it the nail on the head with the statement [i]"...this allows for the very real chance that the PC's can discover interesting and exciting things that may not have occured to them during pre-campaign plotting. "[/i] The other benefit, for me, is that it is my game world conceived at odd hours of the day with an eye to what sort of world I want to run. I can start a campaign with a group of complete strangers using this method, or.. as is more often the case, get my once a month game up and running without spending two or three months getting characters made and backgrounds built. There isn't really that much extra work. I have a map of the campaign area and basic concepts as to what events/encounters are happening around the place. If the players show interest, I flesh out that particular area. If they don't, I guess at an outcome in general terms and how it would impact the players and/or change events/encounters in that area. Example, this next weekend my Lhazaar group is getting together and I have five plots running within the area of the village, and broad ideas for neighboring areas. I have no idea if they will go after any of the plot hooks, meditate and scribe scrolls, start farming, or go haring off on some tangent. Regardless, I am prepared to enjoy whatever path they take. This means I have five encounter sets designed, mini APs if you will.. and thats about it. The rest is pretty much off the cuff. In comparison, I spend alot more time converting/preparing the AP I am running for my other group. This is primarily because I am not the designer of the world and I have to memorize alot of detail. Raven Crowking... I may have missed it in the back and forth over drunk chess, but why is it important to validate the definition of a [i]game[/i]? I admit there is alot of terminology being used in various dialects and intents in this thread.. plot, story point, game mechanic, etc... but I don't see why it matters either "a drunk playing chess" vis "playing drunk chess" as far as GM methodology and how to better run a game? [/QUOTE]
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