tag:blogger.com,1999:blog-9743870.post191663183514276703..comments2023-05-04T12:48:55.492-05:00Comments on TheyStoleFrazier'sBrain: In the Weeds - Modularity and Ripping Off IdeasTheyStoleFrazier'sBrainhttp://www.blogger.com/profile/10294043532671751464noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-9743870.post-14754328621135479382010-07-11T06:39:25.598-05:002010-07-11T06:39:25.598-05:00I've seen the way you do that, and that's ...I've seen the way you do that, and that's part of what I'm trying to put together ahead of time with the medium and long-term tracks. Basically, the medium track is a detailed description of the town and surrounding region with dozens of plot hooks that tie into an overall mystery surrounding the area, while the long-term track concerns the machinations of the world's Big Bads, which the PC's will be drawn into.<br /><br />Whether you call them hooks or sparks or threads, the idea is to toss them out a couple/few at a time. An NPC related to the larger overall plot approaches one character while another is reading a newspaper article related to the mid-plot. The characters can choose to follow one or the other.<br /><br />I think the thing that made this idea click for me was the concept of the town holding a storyline separate from the metaplot, something that allows the characters to find an adventure on any given night without devoting every single episode to The Big Story.Like how in a given season of Buffy or X-Files or any other show, you have some episodes completely devoted to mythos/season arc, and others that are more or less one-shots.<br /><br />As I say, it's ambitious, but it's ambitious <i>in pieces</i>, which makes it seem more manageable.TheyStoleFrazier'sBrainhttps://www.blogger.com/profile/10294043532671751464noreply@blogger.comtag:blogger.com,1999:blog-9743870.post-28020335274060008802010-07-11T02:07:41.966-05:002010-07-11T02:07:41.966-05:00A big help going in is knowing your players. Some...A big help going in is knowing your players. Some players are the type who just DO things (I am one of them) and you don't even need that much of a plot for them, they will just run around doing stuff on their own. Other players need to be goaded or helped along. I try to have what I call a "spark" for each player. Something character-related that I can whip out on them if things are getting slow or they seem bored. A person will come and ask them something, they will encounter an event or individual...something to get them moving and involved.Anonymousnoreply@blogger.com