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@Arthur Dragonlord I really have to sympathize with you, creating an actual plot and having each update be relevant to it is one of the hardest parts of creating a (good) game. I have struggled with this myself. How can I create an interesting storyline and have it go from beginning to end without putting everything on rails? The solution, I've found, is to first get an idea of what major moments will define the story and must be reached at some point. For example, an introduction sequence, a final battle against a boss, a turning point in the plot, a major plot point being revealed... all things that would count as major story-defining moments. In between these moments, however, you must decide how you can go from moment to moment. Here is where you should be flexible, and take into account the actions of the players. This way you can both keep the story moving forward at all times without resorting to railroading the players. @liam ...which is precisely why it is so tempting to include such a system.
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