One thing that can be difficult with
offering branching choice options in a visual novel is that you can
easily become derailed from the main storyline if you're not careful.
Though this is acceptable in a tabletop RPG setting, the GM usually
prefers to keep the players moving along a particular story path.
Why? Because that is the route that has already been carefully
considered and prepared, with character development, plot twists, and
meaningful, memorable moments along the way. There is nothing wrong
with improvising, and this can often be a treat to creative players
who decided to take the story a different direction. Inflexible GM's
might try and force the players along an preplanned storyline, a
practice known as “railroading.” Clever GM's, however, might be
able to subtly steer the players back to the main story route using a
little improvisation to create some plausible connective tissue.
Players might think that their own choices brought them there, but
the GM knows that some story manipulation occurred behind the scenes
to bring players back from their wandering. This technique is known
among RPG gamers as “illusionism.”
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