[UA] Varying skill costs . . .
nick wedig
nickwedig at yahoo.com
Thu Mar 11 13:30:41 PST 2004
> I mean hell, would you what I tv show where as
> soon as the first plot point came around the main
> character decided he was going to go off and work on
> his car? No.
Actually, this would work just fine for the start of any story (being
step three or so in the Campbellian myth cycle, except with fixing a
car) provided the story kept moving and did eventually suck in the
protagonist. I suppose it could work the same way in a game. If the
PCs ignore the bait, let it fall by the wayside, throw out some new
issues to face. Later, have them face the consequences of their
inaction, and make it clear that they could have stopped it if they had
investigated that first plot hook.
Mr. Teapot
fishing for plot
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