I think either is fine. It's a question of allocation of your resources. If you have sufficient time and creative energy that you can create a web of clues, that's a better solution. On the other hand, if the time/energy spent creating multiple events will prevent you from, for instance, being able to flesh out a key dungeon, then you'd be better off focusing in other areas.Chipperz said:As far as triggers go, how "railroad-y" do you think you should be with them? I'm currently writing up a campaign where several tribes of underground dwellers are in the process of allying to invade the surface - would you say a few separate events in nearby areas where the adventures can find the remains of a raided caravan with a few dead undergrounders, or just one which is put in wherever the players go?
If a party is utterly ignoring multiple storyline triggers, I think the best thing to do is talk to them about it *outside* of the game session. Here's how the conversation should go: "Guys, I'm concerned that you and I are not in synch on this campaign. I have offered multiple storyline seeds, but you haven't followed up on any of them. Instead you've done [whatever else they've done.] My question is, are you not following up on the story seeds because the story does not interest you, or are you not following up on them because you haven't realized they are story seeds?"Also, what would you say is the best way of getting a party who utterly ignores multiple storyline triggers back on track? It's something I've yet to find a decent way of doing short of my current favourite - "Roll spot checks, you see the railroad tracks going off in this direction with the sign saying 'talk to the priest about the undead...'"
I kept reading - the advice in the article itself was good, but it did make me stop and wonder, "If that's the kind of stuff he views as great gaming..." I'm choosing to pretend i never read that now.Archon said:Did I lose you in the sense of "I agreed with your other points, but not that one" or in the sense of "because you think highly of Zak, I stopped reading your article"? It's unclear which you meant.
That's the intent, yes! At least some players will appreciate the sense of the world being "real". And I certainly enjoy creating that sense of versimilitude. But you can't actually create a truly real world, so it's a matter of how best to simulate what you can...Mutak said:I kept reading - the advice in the article itself was good, but it did make me stop and wonder, "If that's the kind of stuff he views as great gaming..." I'm choosing to pretend i never read that now.
It seems to me that the net effect of these techniques is to give the illusion of a deeper story and world than what actually exists. Not everyone has the ability or the time to build the kind of depth that these tricks hint at, and even those who can aren't always able to give it the feeling of a living, breathing world like some of this stuff could. So all-in-all - good ideas.
Archon said:That's the intent, yes! At least some players will appreciate the sense of the world being "real". And I certainly enjoy creating that sense of versimilitude. But you can't actually create a truly real world, so it's a matter of how best to simulate what you can...
Gotta say, I pulled up a tad at that sentence - I didn't get past the first two minutes of the first episode of that show! Fortunately, the rest of the article had plenty of food for thought. To throw in my tuppence, here's another trick that I've seen used to good effect: Arrange for major NPCs to be "played" by someone else in absentia. It's a good way to involve someone who can't get to sit at the table for one reason or another and it makes the NPC more interesting in ways that the GM might not have considered. When I saw it done, the NPC-player created a character with an outline backstory and motivations, then the GM and the NPC-player exchanged emails between sessions to decide how the NPC would respond to the PCs' actions. Any face-to-face stuff was handled by the GM, keeping as close to the original character concept as possible.Mutak said:You lost me at "the genius behind I Hit It With My Axe." In theory, that series does sound brilliant. In reality, it's boring and unwatchable.
Your rebuttals contain nothing that contradicts anything in this series of columns, and instead merely add to the aura of laziness you embrace, since you appear to have done nothing more than skim for things to be outraged about. You proclaim flexibility and creativity, while presenting only hostility and closed-mindedness.Argonnosi said:So that explains why you essentially tell people to create rpgs like video games, which are sub-par.
In all seriousness, I've only once used a published gaming module, and the results were a complete disaster. I never worry about more than 1 or 2 game sessions ahead, because the actions of the PC are the plot, not what I work up, and world feels more real if I let the players fill in the details. After all, there are more of them than there are of me, so they can do more.
Also, I don't do dungeons, ever. My players seem to prefer a heavy politics game, which leads to few combats and action driven by the players, so planning out more than what the NPCs want and how they can get what they want is more than enough, and, again, remaining vague is always for the best.
And, yeah, in case I haven't made my opinions clear, "professional cred" just means that you've been published. It doesn't mean that you are good. I mean, look at Michael Bay. He's made $100 million dollar movies, but they are total crap.
Finally, all the advice that you've given in your column has been written dozens, if not hundreds, of times before, been written better, and it still sucks. Bad advice stays bad, no matter who gives it or why.