The Fallacy of Plot in RPGs

Tyler Provick

Tyler Provick is a writer and a gamer that likes to combine his two interests and share them with the community.

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4 responses

  1. Matt says:

    Vincent Baker, creator of Apocalypse World is who should be credited with “play to find out what happens.”

    • Thanks for the clarification. Dungeon World comes from Apocalypse World but since I’ve not played the first I don’t know which ideas come from which authors. Reminds me of Rick Priestly’s interview on the D6G about Beyond the Gates of Antares. They kept asking him how he came up with mechanics that were from the game he based GOA on. Well, those were Alessio’s rules, he’d say.

  2. Good article. I sort of handle things by having very detailed NPC’s and some important location descriptions, know generally what needs to be achieved, then simply add an agent to get it all moving. I run an open sandpit style world, when the old railroad scenario flavour is dumped, some amazing things happen…serendipity can take over.

    • Sound advice Glock. I have trouble making NPCs in advance but when I do it’s nice to have the information at hand. What details do you create? Maybe I’m spending time on the wrong things.

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