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"Hunter/Hunted in Demon City"

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Blogger Ro said...

RPG design is often hobbled by artifacts. I use the term "artifact" here to mean left overs from older versions of a rule system. The first versions of D&D still had vestiges of Chainmail built in and these incompatible elements persisted within the system for decades. I bring this up simply to say as designers of RPG systems we often simply build on what has come before. It is important to question why something is the way it is, especially if it doesn't work.

"Undungeon crawls", or adventures that take place in some version of our contemporary world require more effort on the GM's part, IF the players are allowed to exercise free agency. COC, espionage games, cyberpunk and horror games all fall into this.
As the perpetual GM, I decided long ago to build adventures without solutions. Where is the fun in knowing how something will be solved beforehand? I craved the same right to be surprised by the turn of events as everyone else.

Here is how I have addressed the Hunter/Hunted issue:

1) Traditionally RPG adventures are written in a linear narrative. This format by it's nature propagates a railroad approach. My solution is rip off the spine, each page becomes an element written on one 4x6 card. The adventure physically is no longer a narrative and the physical parts can be rearranged at will. In a way it emulates windows on a compy screen (which is where I'm ultimately headed).

2) I find having a thorough understanding of the the characters, their motivations and the setting is essential. Creating this logic is what always takes the most time in the preparation. Having it, I can react to what players do, especially if they are encouraged to exercise free agency.

3) I create time lines as guides. These will have a lot of the Hunter/Hunted stuff built in. Locations (these are usually the standard map/key) and events are put onto cards. I usually try to imagine events that the NPC's would do as responses to player actions, these become guides I can use on the fly to propel the adventure. Events also cover acts of nature and other random things that are likely to occur.

I think where you are headed is an important space. There are a lot of unanswered questions. I am working on a system currently that has brought the old accepted ways of doing things into the light. There is much to be done.


March 14, 2017 at 8:14 AM

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