Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 6/24/83; site mmintl.UUCP Path: utzoo!linus!philabs!pwa-b!mmintl!franka From: franka@mmintl.UUCP (Frank Adams) Newsgroups: net.games.frp Subject: Re: modular refereeing Message-ID: <760@mmintl.UUCP> Date: Sun, 3-Nov-85 20:02:45 EST Article-I.D.: mmintl.760 Posted: Sun Nov 3 20:02:45 1985 Date-Received: Tue, 5-Nov-85 07:41:18 EST References: <2271@iddic.UUCP> Reply-To: franka@mmintl.UUCP (Frank Adams) Distribution: net Organization: Multimate International, E. Hartford, CT Lines: 24 In article <2271@iddic.UUCP> dorettas@iddic.UUCP (Doretta Schrock) writes: >[The fastest way to a monster's heart is with a halberd] > >Here's an idea I thought of recently that I haven't seen in these parts: >modular refereeing (or DMing, etc.). > >Here's how it works: One person acts as the super-ref, and sketches an >outline for an adventure (say, 12 to 18 hours worth, very rough ideas). >He or she then breaks the adventure into modules at natural break points >(like when the party goes from city to forest, etc.) and assigns each module >to a different person. These people are then free to develop their section >of the adventure as they see fit, with a few restrictions. The super-ref >tells them what the general setting is, how long (playing time) it should >be, what the players' goals during the module are, and, specifically, what >NPCs will be going in, which should come out (i.e., which ones have to be >introduced or killed off during the module), and what items, if any, need >to be found during the module. This is where I have trouble with the concept. What happens if the players kill off an NPC they aren't "supposed" to? Or fail to accomplish something required? The whole thing becomes much too scripted for my taste. Frank Adams ihpn4!philabs!pwa-b!mmintl!franka Multimate International 52 Oakland Ave North E. Hartford, CT 06108