The
next phase of designing this mission involved planning what would
happen if the players weren't involved. Basically, how will everyone
(the NPC's) act and conduct themselves without outside player
influence? Each time I've run a mission, players do something
different than the last group--it's nearly impossible to predict. A
large part of the fun is dynamically adjusting to the players while
still keeping the story flowing. If I've designed the scenario well
enough and defined the roles and behaviors of each NPC, then it's
much easier for the GM to create believable reactions and events in
response to the players' decisions. It's like planning a movie out
completely so it's ready to film, but then a group of new actors
shows up on the set and jumps in to improv. Or, imagine a video game
environment with NPC's operating with realistic AI, performing across
a variety of dynamic situations prompted by the player.
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