Re: where's the Scenario?

From: Ian Cooper <ian_hammond_cooper_at_...>
Date: Sat, 06 Oct 2007 12:29:12 -0000

I would agree, but there is something more here. Griffin Mountain did have a number of tomb and cave complexes, classic dungeons really, which atg the time were how many 'scenarios' were presented. One advantage of the classic dungeon is that it is plotless and so can have a plot appropriate to the group wrapped around it. For example we know that the Windsword is hidden in Griffin Mountain and we have a setting for that location,and we know who the characters are that are searching for it, but the plot of any expedition will emerge from a particular play group.

HeroQuest presented plotted scenarios as its default model, a series of dramatic scenes where the players were drawn into a storyline with beginning, middle, and end. There are positives to that style of play, particularly the low burden on the narrator and players to be creative and instead enjoy the creativity of others, but the problem with published scenarios of this form turns out to be railroading, because, without prior knowledge of the players, its really hard to write something that does not seem to infexibly force certain avenues and directions.

Now it is a seperate post, but my current preferred play style is much more to prep setting elements: narrator characters, factions, places, myths and then spark a crisis which throws those elements into conflict, a conflict in which the players characters will want to become involved. The outcome is not pre-plotted (though I tend to have scene ideas to hand to drive the session forward) i.e there is a beginning, some middle, but no end.

For supplements to support this style of play they need to supply a dramatis personae and the potential for conflict. Again, Griffin Mountain did this admirably.

I suspect that in order to meet both play styles the optimal approach for HeroQuest supplements is to provide both the setting elements and ptential for conflict required for more freeform play, and provide some plotted scenarios that less freeform groups can use, but freeform groups can mine for ideas as to how to make events unfold.

What's great about Blood Over Gold (review being worked on), is that it does just this.

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