Post by Paul on Sept 12, 2011 5:57:52 GMT -6
I came up with this idea during Dan's last game. It is based around trying to make the game seem less railroady.
The concept is simple. For every two times you say no running a game you say yes. It doesn't have to be every third try is a yes but maybe in 6 chances you say yes twice. It could be on chance 3 and 4 but still should be 1/3 of the time.
Example (I'll use the last game slightly modified)
GM: There is a large group of people on the other side of the barricade. Your contact is on that side of town.
Players: We start to walk to the group.
GM: The guards step in and ask you to stop. (FIRST NO)
Players to the guards: We need to get in can you escort us?
GM: Guards: "We can't leave our post." (SECOND NO)
Players: Can we tell if there is a way around using a map?
GM: The areas are quarantined. (THIRD NO)
(At this point you are thinking that I just broke my own rule, but this example now has two yeses built up.)
Players: I knock on the door to that house, is anyone home?
GM: No but the door opens slowly, you see inside and the home is abandoned. (THIS IS THE FIRST YES, WE NOW HAVE A PATH, AT THIS POINT WE HAVE A NO TO YES RATIO OF 4:1. THIS WILL CLEAR UP)
Players: We slowly walk into the house. What do we see?
GM: Standard house, however you see a hole in the back wall large enough for everyone to fit through. Consulting the map you can determine this hole will lead you to your contact. (SECOND YES, NOW THERE IS A RATIO OF 4:2)
Players: We go through the hole and start walking to meet our contact. Is there anything else in this house that we can use?
GM: Nope, it is rather dusty and looks like it hasn't been used in years. There is however one patch near the wall that is "dust free" (ANOTHER NO, RATIO OF 5:2)
Players: I want to check out this dust free area before we go. Is there anything special about it?
GM: No, from your check you determined that it was just an animal that was sleeping there. About the size of a domestic house cat. (ANOTHER NO, RATIO OF 6:2 OR 1:3.)
I hope this is clear what I'm trying to get across. If I were running this scenario the dust free area would be a secret path being another yes which leads to something else to a few nos etc etc.
For this story example I just wanted a way to get to the contact. This would have been my only note for this encounter. Players must find a way to the contact.
The concept is simple. For every two times you say no running a game you say yes. It doesn't have to be every third try is a yes but maybe in 6 chances you say yes twice. It could be on chance 3 and 4 but still should be 1/3 of the time.
Example (I'll use the last game slightly modified)
GM: There is a large group of people on the other side of the barricade. Your contact is on that side of town.
Players: We start to walk to the group.
GM: The guards step in and ask you to stop. (FIRST NO)
Players to the guards: We need to get in can you escort us?
GM: Guards: "We can't leave our post." (SECOND NO)
Players: Can we tell if there is a way around using a map?
GM: The areas are quarantined. (THIRD NO)
(At this point you are thinking that I just broke my own rule, but this example now has two yeses built up.)
Players: I knock on the door to that house, is anyone home?
GM: No but the door opens slowly, you see inside and the home is abandoned. (THIS IS THE FIRST YES, WE NOW HAVE A PATH, AT THIS POINT WE HAVE A NO TO YES RATIO OF 4:1. THIS WILL CLEAR UP)
Players: We slowly walk into the house. What do we see?
GM: Standard house, however you see a hole in the back wall large enough for everyone to fit through. Consulting the map you can determine this hole will lead you to your contact. (SECOND YES, NOW THERE IS A RATIO OF 4:2)
Players: We go through the hole and start walking to meet our contact. Is there anything else in this house that we can use?
GM: Nope, it is rather dusty and looks like it hasn't been used in years. There is however one patch near the wall that is "dust free" (ANOTHER NO, RATIO OF 5:2)
Players: I want to check out this dust free area before we go. Is there anything special about it?
GM: No, from your check you determined that it was just an animal that was sleeping there. About the size of a domestic house cat. (ANOTHER NO, RATIO OF 6:2 OR 1:3.)
I hope this is clear what I'm trying to get across. If I were running this scenario the dust free area would be a secret path being another yes which leads to something else to a few nos etc etc.
For this story example I just wanted a way to get to the contact. This would have been my only note for this encounter. Players must find a way to the contact.