Quote:
Originally Posted by Shadekeep
When I write adventures it's with the idea of making them "scenarios" rather than "scripts". I want the players to have latitude in progressing and resolving the situation, and often there is no single "right" outcome. Whenever possible I include little events and hooks that the GM and players could take in a wholly new direction unexplored by the adventure. Allowing for organic roleplay is the key to a rewarding and enjoyable session.
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Absolutely. But it's difficult enough to write preprogrammed adventures. In those, the latitude of choices for the player is bound to be limited or the script will grow (literally) exponentially.