anyway.



thread: 2006-03-20 : Creating Situation: a practical example

On 2006-03-25, Marhault wrote:

The basic process makes perfect sense to me.
Step One - Identify characters and setting elements
Step Two - Create the conflicts of interest
Step Three - Create scenes that highlight the conflicts, and allow the situation to resolve.

Step two is the part I am having a little bit of trouble with.  What would you do to create a dynamic situation for a game with a different reward system?  For instance, let's say I'm using the Cheap & Cheesy Adventure Generator for inspiration for a Burning Wheel game.  The players have a set of characters all burnt up, and have decided they're heading for a particular location, and I've decided that what they find there will be this Situation that comes from these elements.  Obviously, I'm going to tie the PCs BITs into the Situation as I imagine it (that's where the games reward system comes in), but that by itself probably won't produce a dynamic situation.

I guess what I'm trying to ask is "How do you produce a dynamic situation where the PCs aren't already an integral part of it?"



 

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