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Sunday, December 9, 2012

How Not to overload the game through plots

Probably my worst vice.  I like a vast possibility of actions and tend to provide the same for players.  The problem is keeping track of them - both for the player and the GM. 

Of course its more than just flooding your group with quests.  It's also about knowing when to hammer the players with all that they have going on and when not to hammer the players.

In fact I'll provide an example to illustrate.  At one point a group in the past, had been chasing a spy Master for the king.  During the pursuit I threw a number of random and scripted obstacles in their path.  The downside to this was I overwhelmed the reason why they were chasing the spy master in the first place.  The chase scene that should have taken a game or 2 stretched to 10 and then was never finished.

The point was I overwhelmed the original base reason.  You can add too much if you're not careful.  It's a matter of balance.

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