pachristian
Mongoose
This thread hopes to spark some discussion around adventure design.
What makes a good Legend adventure? Speaking from a game mechanics point of view; what should be put into, and left out of, a game to make it work with Legend, vs., for example, d20?
Before we go into that, some definitions:
There are three levels of an RPG adventure: The social, the story, and the mechanical.
The Social level is, arguably, the most important. This is the player element: Are you having fun? Are the people you’re gaming with having fun? Does the adventure allow you to interact with your fellow players and the GM in a way that makes you want to keep playing. The social level is what distinguishes an RPG from a book or movie, or indeed, any other form of entertainment.
Structuring an adventure on a social level requires the GM to know his or her players. The GM must find ways to allow each player to do deeds and take actions that they enjoy playing. They must also ensure that players who are disruptive, overly competitive, or outright bullying towards their fellow players have their energy channeled in a positive way. The social level of gaming is almost impossible to write into an adventure or system. This level of gaming is system-agnostic. However, the GM must be aware of the strengths and weaknesses of their particular system. After all, most players want their characters to be a ‘success’ and the game mechanics often define at least one form of ‘success’.
The Story level is the interface of the players with the game. The story drives the player-character motivations in the game. It changes colored tokens and numbers into something that captures the imagination. In gaming parlance, this is often called the “fluff”. In this context, the story level is also the game world setting, motivations, and everything the GM does that is more than a number. Every player desires a different level of ‘fluff’. Some see it as integral to the gaming experience, others see it as an impediment to getting that skill to 100%.
Structuring a story requires plot and theme; the author must find compelling ‘hooks’ that will draw players into the story – or for that matter, the game setting. They must provide plot elements that keep the story moving towards its conclusion. The author must allow for improvisation (or downright avoidance) on the part of the players, and then they must provide a satisfying conclusion; one that will make the gamers play another adventure they’ve written. The GM is often the author of the story, although all of us use at least some published material: Spell and Weapon Descriptions, Adventures, World Settings, and so on. The story is partially system-agnostic, but once again, the GM must keep in mind the limits of his or her game system. For example, experience point systems rely on a progressive series of opponents, allowing player-characters to maximize their experience point earnings, and advance their characters. If the story does not include a sufficient number of encounters, the characters will not advance, and consequently, may not be ready for the next story.
The Mechanical level is the game system; the specific limitations and abilities associated with a given game system. What works well in Traveller may not work at all in All Flesh Must Be Eaten.
So now, what makes a good Legend adventure? I am primarily looking at the question from a game-mechanics point of view; but with some story and social input.
Anyone?
What makes a good Legend adventure? Speaking from a game mechanics point of view; what should be put into, and left out of, a game to make it work with Legend, vs., for example, d20?
Before we go into that, some definitions:
There are three levels of an RPG adventure: The social, the story, and the mechanical.
The Social level is, arguably, the most important. This is the player element: Are you having fun? Are the people you’re gaming with having fun? Does the adventure allow you to interact with your fellow players and the GM in a way that makes you want to keep playing. The social level is what distinguishes an RPG from a book or movie, or indeed, any other form of entertainment.
Structuring an adventure on a social level requires the GM to know his or her players. The GM must find ways to allow each player to do deeds and take actions that they enjoy playing. They must also ensure that players who are disruptive, overly competitive, or outright bullying towards their fellow players have their energy channeled in a positive way. The social level of gaming is almost impossible to write into an adventure or system. This level of gaming is system-agnostic. However, the GM must be aware of the strengths and weaknesses of their particular system. After all, most players want their characters to be a ‘success’ and the game mechanics often define at least one form of ‘success’.
The Story level is the interface of the players with the game. The story drives the player-character motivations in the game. It changes colored tokens and numbers into something that captures the imagination. In gaming parlance, this is often called the “fluff”. In this context, the story level is also the game world setting, motivations, and everything the GM does that is more than a number. Every player desires a different level of ‘fluff’. Some see it as integral to the gaming experience, others see it as an impediment to getting that skill to 100%.
Structuring a story requires plot and theme; the author must find compelling ‘hooks’ that will draw players into the story – or for that matter, the game setting. They must provide plot elements that keep the story moving towards its conclusion. The author must allow for improvisation (or downright avoidance) on the part of the players, and then they must provide a satisfying conclusion; one that will make the gamers play another adventure they’ve written. The GM is often the author of the story, although all of us use at least some published material: Spell and Weapon Descriptions, Adventures, World Settings, and so on. The story is partially system-agnostic, but once again, the GM must keep in mind the limits of his or her game system. For example, experience point systems rely on a progressive series of opponents, allowing player-characters to maximize their experience point earnings, and advance their characters. If the story does not include a sufficient number of encounters, the characters will not advance, and consequently, may not be ready for the next story.
The Mechanical level is the game system; the specific limitations and abilities associated with a given game system. What works well in Traveller may not work at all in All Flesh Must Be Eaten.
So now, what makes a good Legend adventure? I am primarily looking at the question from a game-mechanics point of view; but with some story and social input.
Anyone?