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  1. - Top - End - #1
    Troll in the Playground
     
    Deth Muncher's Avatar

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    Aug 2007
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    Virginia

    Default ~3.5~ Innundated By Ideas

    Imagine, if you will.

    You have a brand new group of players, and you want to make the gaming experience as good for them as you possibly can. To do this, you ask them what sort of things they'd like out of the campaign. They tell you they'd like some of this, some of that. Super. So you get an idea working in your head.

    And then you get another.
    And another.
    And another still.

    All of these are fantastic ideas. They don't really link, but hey, you'll find a way somehow, right?

    Then you realize that you don't have a good plot: you have a series of what could be one-or-two shots.

    How do YOU, Playgrounders, bring back your ideas to form a coherent plot for the story as opposed to something akin to taking all of the Versus threads in Media Discussions, setting them in a centrifuge and hoping it works?
    Last edited by Deth Muncher; 2010-01-04 at 09:38 PM.
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    Quote Originally Posted by Xyk View Post
    I've always considered breakfast to be evil. Looking at me with it's bacon-smile, and it's sunny-side-up eyes. I know it's plotting something.
    Quote Originally Posted by tyckspoon View Post
    ..thank you, Deth Muncher. My life is richer for being aware of this. And weirder. ("You destroyed my friends! I will have my vengeance! Face the fury of my pelvic thrusts!" "Oh yeah? LAZOR!")
    Quote Originally Posted by golentan View Post
    You all are a terrible species. I'm going back to my fortress of misanthropy now.

  2. - Top - End - #2
    Ettin in the Playground
     
    SurlySeraph's Avatar

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    May 2007
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    Department of Smiting
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    Default Re: ~3.5~ Innundated By Ideas

    Either find ways to link them together, or have the players get the missions in a way that doesn't really require them to be linked (say, assignments from someone they're working for, instead of part of a series of events figure out on their own).
    Quote Originally Posted by Thespianus View Post
    I fail to see how "No, that guy is too fat to be hurt by your fire" would make sense.

  3. - Top - End - #3
    Banned
     
    SwashbucklerGuy

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    Nov 2005
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    Flawse Fell, Geordieland

    Default Re: ~3.5~ Innundated By Ideas

    You want to take a perfectly good series of adventure ideas and ruin them with an over-arching plot? For shame!

    D&D characters are picarros: their whole purpose in life is to crash from one loosely-connected adventure to another with barely a moment to catch their breath (or, more importantly, poke at plot holes). Your job as DM, is to lay the track only a few yards ahead of the wildly veering crazy train that is the emergent story.

    Having a plot is just giving up a hostage to the willful perversity of your players.
    Last edited by bosssmiley; 2010-01-05 at 09:39 AM.

  4. - Top - End - #4
    Ogre in the Playground
     
    Zincorium's Avatar

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    Feb 2006
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    Oak Harbor, WA
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    Default Re: ~3.5~ Innundated By Ideas

    It can take some finesse to keep it from feeling like a CRPG laundry list, but serving up quests buffet style can help you stay sane in the long run.

    The group should have a starting point- they hang out in tavern X, they've done odd jobs for person Y in the past, or Z big thing is occurring around them. There's a lot of possible variety, but that's where, once everything is rolled up, they go for the next series of adventures. It's best to work out some adventure ideas in advance and just do some updating as the group changes, so that you can give some choice to the players without having to improvise the entire session.

    The players should feel comfortable that even if they completely misinterpret what was going on or fail horribly, they can disengage at the end of the session, head back to the starting point, and they can choose something different to do. Not saying it should be without consequence- their actions or lack thereof should have some sort of effect- but they aren't stuck going through the motions.

    Epic storylines work best, in my experience, when they're allowed to build to a head while the players are going from idea to idea. Once enough dots become connected, the players will usually go charging off on the big old quest. Basically, instead of a railroad, you've got a freeway. There aren't any turns or twists in a freeway, it doesn't branch or get convoluted, but the players like it because it's fast and they're going somewhere important. Just make sure to add metaphorical exit ramps so the players can get off for a while without crashing the game.
    "It does me no injury for my neighbor to say there are twenty gods or no god. It neither picks my pocket nor breaks my leg."
    - Thomas Jefferson

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