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Started by pells, December 13, 2005, 04:10:22 PM
QuoteI've been doing this for awhile and I still have players go "really? You don't mind if we don't do your pre-planned section?"
QuoteNow... I went and read the other thread you linked to. It is a very interesting theory, but sounds like a lot of work.
QuoteIf all goes perfectly according to plan, how does the Villains achieve their goal?
Quotea cascade of events can hamstring the villain's plans so badly and the Players only see some of it.
QuoteI'm not saying what you are doing is wrong... just that I've found a slightly different take... For your complicated event driven storyline about this all out civil war, I would have had multiple villain plans going.
QuoteOne question thought, why do you separate description of places ?
QuoteBut you don't have the use of a strict calendar ?.......So you know that events A occurs before B and B before C and D.
QuoteFor one thing, you seem to take for granted that your players oppose the villain. I don't. Maybe my players will choose to help him (it, them, whatever).Also, as I see it, there's a hole in the plot meant to be filled by your players, as no one seems to oppose the villain in what you describe. For myself, I prepare some oppositions. In the end (best case scenario, before interaction with the players), those opposing the vilains will succeed or not, it's not very important. That might almost look as what you plan your players will do, but without directive, because, maybe they won't choose that path. When it comes to play, I have two options, either my players help them, or I remove them from the story, replacing them with my players.
QuoteHmmmm.... not sure what you mean by this. Sorry, being a bit thickheaded. Let me take a stab. Some "contact pts" float independently from actually setting/place. Does it matter if the PCs meet Trugor the henchman at the bakery or at a roadside fixing a wagon wheel? Sometimes it does, sometimes it doesn't. The important role of Trugor is to let slip that he is working for the villain... allowing hte PCs to question, assault or ignore.
QuoteOften, my 'floating" events can occur in any number of timings.... so B can happen before A. When I work out my scenarios, it is obvious to me which are floating... and can be plugged in at an appropriate moment... including never being used.... and which are linear sensative.
QuoteFor example, in your mid schedule, you have your necromancer dictating probes against various factions, from the shadows... never revealing himself. Group Ypsi has a mage who gathers a bone from a particularly nasty minion, and rolls out the ying yang on a his Scry Spell/Ability. Necromancer is exposed. Due to a common target, great coalition building, rebels and offical forces call a truce and combine their forces on the Necromancer. They party convinces the coalition that Macarthur's "island hopping' (bypass the strongpoints and choke them off) is the best policy and the stronghold ceases to be a contention point. Then the cloud is not of concern in terms of the overall war effort. And the refugees might scatter into the country side. The whole end game has shifted... as it usually does.One single event MAY shatter all the scheduling. So, by putting it in terms of the Antagonists hopes and plans;
QuoteSo the more "floating" structure/schedule , the more "plug in where YOU want to" in both schedule, in revelation, in emphasis, you can give your consumers... while retaining a cohesive whole... the better the product. Which,from where I stand, ain't easy.