How does one write a game, anyway?
March 5, 2008 12:11 AM
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I have played a lot of D&D over the years, but I've never been the DM. My turn in the current group is coming up, so I'd like to write a campaign for them. The current one is a bit hack-and-slashy, I have in mind something more like a multi-arc murder mystery.
My google skills fail me: I'm looking for resources on how to structure a campaign and story arc. Something a little more detailed than 'Intro->encounter [...] encounter-> BIG BAD DUDE -> happily ever after'. Pointers especially for non-dungeon-crawl style campaigns especially welcome.
I'm familiar with the rules, I know the generic stuff like have maps, decide on encounters ahead of time, etc. I also have a general story sequence in mind ... I just need help getting it from an idea to something playable.
posted by ysabet to sports, hobbies, & recreation (12 comments total)
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Next off, I assume you're running this not just because you want something more cerebral but because the players want it too -- there is no surer way to ruin everyone's fun than to try to run a mystery for people who just want to kill stuff.
Ok, so those out of the way, there are basically two ways to design a mystery in RPGs. One is the moving-clues approach: the players do investigation type stuff, and when they do well at their interrogation or search roll or whatever, you give them a clue. That is to say, where they search determines where the clues are. You can further expand this approach to a totally solipsistic one, where the solution to the mystery is also determined by the players. Just listen to their discussion and if they think the butler did it, throw in more clues to prove he did. Or put in a clue to prove he absolutely didn't, and then have it be the *next* guy they fasten on. This approach has the advantage of being really easy as a GM, and there is never any worry that the players won't find the clues. It has the disadvantage that if the players don't know you're doing this and then come to realize it, it can be a major disappointment for them and they feel like you've invalidated their work. But for relatively casual players and/or a GM who's good at improv and storytelling it's a great way to go.
The other approach is the fixed-mystery approach. This is the standard approach in a lot of Call of Cthulhu games, where if there is a clue in book X in the library on the third floor, by golly, the only way to find it is to read that book. This has the advantage that the players really earn everything they get, but it often means pacing suffers as they wander around trying to figure out where the next clue is or What It All Means once they do. There are techniques for making this work better, but they require some practice (a good place to start for them are in the posts by clehrich on this forge thread (starting with post #3 or so)
posted by inkyz at 12:41 AM on March 5, 2008