anyway.



thread: 2011-09-08 : Trad vs Indie: FIGHT! pt2

On 2011-10-16, cc wrote:

Well, my practice isn't quite like creating a dungeon for them to romp around in, but that would work.  In the CP game I would for example give them a mission to penetrate an arcology and kidnap someone.  I figured out defences and whatnot by I didn't script events that were to be included.  So how they plan this, what contacts and resources they call on, all that stuff was within their control.

Obviously, I do actually want them to succeed; there is stuff coming that is premised on the fact that they do.  But that doesn't mean they to succeed right away or on the first attempt.  It might mean I throw a softball if necessary, but it usually isn't.

Anyway, it's not like I'm leading them by the nose through the whole thing.  I just have an investment in the ultimate ends.

As for time, I would expect an "episode" or whatever you want to call it to run for about 4 sessions of about 4 hours.  The first one has to be written "cold", but the second and subsequent can be developed with information derived from things emerging in play.  But its tricky because there is a lot of time pressure to keep the thing running continuously.  That's where I start to run into some dissatisfaction, and I like to see more interest in useful techniques to facilitate this sort of thing.  And I'd like to see more prepared storylines available as products.



 

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