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| Running Non-Linear campaigns; From DungeonMastering.com | |
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| Tweet Topic Started: 10 Nov 2008, 12:54 (259 Views) | |
| Ankhanu | 10 Nov 2008, 12:54 Post #1 |
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Dark Lord
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The (non-)linearity of a plotline can really affect the feel of a game and figuring out how to run a game that isn't straightforward A->B->C progression has been a stumbling block for me over the years. At the same time that I want to provide a complex plot, I also recognize that players don't usually notice or remember the "important" finer details of a plot session to session (I include myself here when I'm playing other games), often making it a pointless endeavor. Below are some tips on successfully running a non-linear storyline.
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In Real Life ™, people who aim to maximize their potential for lethality are called "dangerous psychotics" and are typically avoided by everyone who isn't forced to endure their company until someone has the opportunity to put them away or else put them down. No one likes that guy. Don't play that guy. Donate to Ankhanu Press | |
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| esoomian | 10 Nov 2008, 13:51 Post #2 |
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Council of Darkness
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The only game I'm running at the moment is non-linear. I've given the players a world and then basically just let them loose. I'm more of the wing it and see how it goes type GM so the world gets gradually more detailed as I think about it during the week but I have a vauge idea of what is whereever a PC chooses to go so I can rapidly expand on that should they choose to go there in a session. While sometimes the PCs just squabble and fight amongst themselves and it seems that nothing much gets achieved the game is always fun to watch. A great many of my plot hooks just get ignored which can sometimes be a little hard if you've spent a lot of time fleshing out the details but that's the price you pay for freedom. |
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3:09 PM Jul 11
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![]](http://z6.ifrm.com/4812/146/0/p1018551/pipend.jpg)
Who remembers the old PC game ‘Elder Scrolls II: Daggerfall’? It caused me to spend way too much time glued to my computer screen when I should have been doing my homework. For me, the allure was the non-linear nature of the game. There was a core plotline and related quests, but you could spend hundreds of hours happily ignoring that part of the game while exploring the countless dungeons, towns, and ruins across the continent of Tamriel.



3:09 PM Jul 11