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 Post subject: Game design: doing away with plots
PostPosted: Wed Mar 25, 2009 9:08 am 
Noise Maker
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Once again, the Alexandrian has posted a damn fine essay on game design that I think any aspiring (or even the well-established) GM should read through.

Short version: rather than plots RPGs need to have a hook (to pull the party in) and a bunch of situations.

Enjoy.

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 Post subject: Re: Game design: doing away with plots
PostPosted: Sun Apr 19, 2009 7:22 am 
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 Post subject: Re: Game design: doing away with plots
PostPosted: Sun Apr 19, 2009 10:15 am 
I think it should perhaps be pointed out that The Alexandrian is in fact NOT Alastair. The first post in this thread is not an ego-massaging self aggrandisement - it is a link to work by a third party that the Original Poster feels may be useful and/or interesting to read, based on the premise of providing only the seeds for a plot and letting the players write the rest through their own actions, instead of having a heavily scripted "railroad" plot where the players are forced to follow a single predefined path.

Of course, you may strongly believe that RPGs should have little to no freedom for the player, and that the PCs' job is to walk through the story that the GM wrote. I would disagree with you in that respect (though I admit that as a prelude to a potentially larger tale, my current one-shot is essentially a story on rails with a number of branches leading elsewhere).

In any case, your ire is misplaced - it should either be directed at the actual author of the essay, or it should not have been directed anywhere. In either case, an insult without some kind of supporting statement was unwarranted.

Back on topic, it's a pretty good essay that I'll probably keep in mind if I ever run anything later. Having said that, my current plot is only noted as a series of events and occurrences that don't really matter how (or if) you get there, so maybe I'm already partway there.


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 Post subject: Re: Game design: doing away with plots
PostPosted: Mon Apr 20, 2009 11:56 am 
bigmaddrongo - post scrubbed - this added nothing to the discussion and was therefore deemed unjustified.


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 Post subject: Re: Game design: doing away with plots
PostPosted: Tue Apr 21, 2009 8:13 am 
Donor

Joined: Tue Mar 04, 2008 2:17 pm
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Location: Between Banbury & Daventry
Thanks for the link.

Looks really good....

I will have a decent read tonight, and IMO always a good idea to stand back and see how things can be improved for everyone.

Cheers


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 Post subject: Re: Game design: doing away with plots
PostPosted: Tue Apr 21, 2009 8:27 pm 
Donor

Joined: Tue Mar 04, 2008 2:17 pm
Posts: 449
Location: Between Banbury & Daventry
Is really good!!

Just hit me at the right time and takes some things to new levels.

Thanks


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 Post subject: Re: Game design: doing away with plots
PostPosted: Wed Sep 23, 2009 9:29 am 
Noise Maker
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It's good, innit?
I've added this one to the Wisdom of Elders thread.

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 Post subject: Re: Game design: doing away with plots
PostPosted: Wed Sep 23, 2009 5:12 pm 
Donor

Joined: Tue Mar 04, 2008 2:17 pm
Posts: 449
Location: Between Banbury & Daventry
Yes noticed that and did not reply in the thread to keep it pure. Now you have reminded me that this thread was created I can respond here.

I need to spend more time contemplating the points raised and seeing how I can work it into what I do already.

I reckon they could run a Uni course on this.

Still pondering how to bring RQ to the Vault and this all helps that process.

:wink:


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