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> Min/Max your storytelling, Sometimes I just want to know what to do.
ZarroTsu
post Oct 30 2012, 03:41 PM
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As I said HERE (and earlier in the topic, if you so dare to suffocate under my wrath of text), one of the things your RPG most definitely needs is a sense of direction -- both setting-wise, and actual player-given direction-wise. This topic is about the latter.

What is a good amount of information/direction, and what is a bad amount of information/direction, to give the player during their journey? (This can be broken up into a 'beginning' 'middle' and 'end' point in the game, of course).

This post has been edited by ZarroTsu: Oct 30 2012, 03:49 PM
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X-M-O
post Oct 30 2012, 06:12 PM
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I completely agree! Direction, and purpose, are extremely important in a story. Otherwise the player loses interest and/or simply doesn't care about what happens next because everything feels forced.
With purpose/direction/intent a character in a story can build on its own naturally and the player will want to experience that story much more than experiencing a forced story where things don't seem to match up or make sense.


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- ZarroTsu   Min/Max your storytelling   Oct 30 2012, 03:41 PM


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