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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