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29
Mar/2008

BPRD: The ones who bump back

I'm currently paused somewhere around the end of Act 2 of this BPRD adventure I want to do for OGC this summer. I think I need to come up with a really solid conflict that needs to be resolved. "Clay soldiers in Hong Kong" is a premise, not a conflict.

Fortunately, I have some ideas for what may happen next. They'll gel into something once I motivate myself to start typing it all out.

Usually I have a terrible time writing adventures. I worry about creating a too-linear series of events and my notes turn into a jumble of bullet points that I completely forget about/can't comprehend in the heat of play. The whole thing winds up a mess, believe me.

This time, I'm going to try writing out a straight series of events, some of them things I think the PCs may/should do, some of them what the antagonists are doing. With a definite structure written out, I think I'll feel more free to work around it when needed.

The NPC cast needs one or two more faces, I think. An idea or two in that area cropped up over the week, which makes me even happier about this adventure, because NPCs have been sparse on the ground in previous attempts.

A title continues to elude me. I'm using The Celestial Legion at the moment, but I think it gives the wrong image. Is The Fired of War is too punny?

Tags: Writing Adventures Rpgs Bprd

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Viewing 1 - 5 out of 5 Comments

04/07/2008 12:06:40
I think you're taking the right approach to the problem of designing with regards to "a linear series of events". If you start with that, you can then twist it, add to it, etc to manipulate it into something non-linear. But you need that linear simplicity as a starting place so that YOU know what's going to happen. Then you go in and obfuscate the true path so that when your players get to it they get something that's not linear at all.

I think.


03/30/2008 15:07:04

Andre, thanks so much for taking the time to reply. You raised some really good points that I'm thinking about now. One in particular:


Andre wrote:
As to the crux of your conflict, I am unfamiliar with the setting but it would seem that whatever has animated the statues needs to be at cross purposes with either the characters themselves or the organization or an alliance of organizations that they represent or are affiliated with. Perhaps the game can open by introducing the basics of this broader conflict. It could also be encapsulated in the introductory material

 

This jumped out at me. It's been kind of a blindspot of mine in the past, assuming player characters will care about stopping a Big Bad simply because it is a Big Bad. The threat of the clay soldiers and their controller need to directly oppose or endanger the characters, their organization, and/or that which the organization exists to protect. Just realizing this had already given me some notions of how to make the threat hit much closer to home.

 

Thanks for the comments! 



03/29/2008 12:29:04

Hello Blinovitch,

 

It looks like you are soliciting some suggestions, so I hope that you don’t mind my posting a response here.

 

As to the crux of your conflict, I am unfamiliar with the setting but it would seem that whatever has animated the statues needs to be at cross purposes with either the characters themselves or the organization or an alliance of organizations that they represent or are affiliated with.  Perhaps the game can open by introducing the basics of this broader conflict.  It could also be encapsulated in the introductory material.

 

As to the linear nature of the plot as a whole and the organization of a scenario I would be less concerned about a linear game at a convention.  I personally make a big distinction between a campaign game, which I believe requires consensus on the many of the key elements that motivate the Player Characters, and a convention style scenario, which I believe has a limited amount of time to allow opportunity for decision making.  I find it difficult to squeeze any scenario into a four-hour format as it is.  It seems to me that the key to a good convention game is to create the illusion of non-linearity and then allow major decisions that build up to the final climax.  That being said convention horror games are my forte and I try to build up the tension in the game like a good horror movie.

 

As to organizing the game prior to running it, I usually create the GM guide as a scene-by-scene description, with a conflict resolution summary at the end outlining the motivation of the key NPCs.  I then create a one page summary card to refer to during play as a memory aid.

 

I hope that you don’t mind my throwing in a few comments.

 

Have a great weekend!

 - Andre


03/29/2008 12:27:19


Ben_McFarland wrote:
So join me in the Light Brigade Social Club group and let's make it a project-- kick some ideas around, help put some focus on things, and see what shakes out.

Took your advice. See you in the Social Club!



03/29/2008 10:20:20
So join me in the Light Brigade Social Club group and let's make it a project-- kick some ideas around, help put some focus on things, and see what shakes out.



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