A well-designed plot-based adventure should have multiple paths and tangents—ideas for the players to choose to explore or not. They can bypass some and thoroughly delve into others. They have the choice of which plot-threads to follow and, depending on that choice, they will face different challenges.
Sounds similar to me.
Plot-based adventures don't seem to be very popular with a lot of old-school gamers, and in looking at a lot of them, I can see why. If a plot is strictly linear, then its like having a dungeon with just one passageway. But even these can be saved by a GM who is willing to sit down and plan out some side-routes to the story. A good GM will also have to be ready to take a tangent he/she might never have thought of.
In any case, it was just a random thought I had. Welcome to my brain.
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