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	<title>Comments on: Over Focus / Point Fixation When Planning Campaign</title>
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	<link>http://www.feartheboot.com/ftb/index.php/archives/1293</link>
	<description>An irreverent look at tabletop roleplaying games and a little bit more.</description>
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		<title>By: Phelps</title>
		<link>http://www.feartheboot.com/ftb/index.php/archives/1293/comment-page-1#comment-1307</link>
		<dc:creator>Phelps</dc:creator>
		<pubDate>Thu, 03 Dec 2009 03:07:38 +0000</pubDate>
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		<description>I find the safest thing to do is to assume the PCs will act like Chaotic Neutral greedy little psychopaths.  They often don&#039;t, but sudden outbreaks of nobility are easier to adapt to and come as pleasant surprises.</description>
		<content:encoded><![CDATA[<p>I find the safest thing to do is to assume the PCs will act like Chaotic Neutral greedy little psychopaths.  They often don&#8217;t, but sudden outbreaks of nobility are easier to adapt to and come as pleasant surprises.</p>
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		<title>By: Eichlos</title>
		<link>http://www.feartheboot.com/ftb/index.php/archives/1293/comment-page-1#comment-1298</link>
		<dc:creator>Eichlos</dc:creator>
		<pubDate>Wed, 02 Dec 2009 16:08:40 +0000</pubDate>
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		<description>I wish more GMs thought the way you do.  I see so many adventure outlines that aren&#039;t flexible plot points they are a fixed line of A to B to C... and so on.  Even if thinking on your feet is not your thing you can still design modular events.

I think when we start out almost all GMs write the style of plot that you are talking about.  It is a learning curve that many never get past and their groups are fine with that so nothing is lost.  In recent years I&#039;ve found myself dropping my players into situation with things already going on and then let them through a wrench in the works.  The games logical-outcome looks nothing like what I planned but the games seem to go more smoothly.   This change probably would have come sooner if ideas like this had been more common when I first started gaming.</description>
		<content:encoded><![CDATA[<p>I wish more GMs thought the way you do.  I see so many adventure outlines that aren&#8217;t flexible plot points they are a fixed line of A to B to C&#8230; and so on.  Even if thinking on your feet is not your thing you can still design modular events.</p>
<p>I think when we start out almost all GMs write the style of plot that you are talking about.  It is a learning curve that many never get past and their groups are fine with that so nothing is lost.  In recent years I&#8217;ve found myself dropping my players into situation with things already going on and then let them through a wrench in the works.  The games logical-outcome looks nothing like what I planned but the games seem to go more smoothly.   This change probably would have come sooner if ideas like this had been more common when I first started gaming.</p>
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