Tuesday, March 15, 2011

Diagrams Electronic Motorised Wheelchair

types of narrative in

Typical of a session of role that we all started in a pub and a stranger to us about ... Or that suddenly everyone is called by the Prince of the City to commend ... Contacted by a professor from Miskatonic University to investigate ... and after much deliberation we ended up with the wrong turn and save the day.

But think, RPGs are an element through which a story is told as a book, a video game or a movie, so why not use some of the narrative forms used by these to give more variety to our games. Giving a twist to what our players expect, for example:

- Start in the middle. maybe those of most age rolero remember like most of the chapters of the Flintstones began with Peter and Paul stuck in a mess, and just when you wondered as lightning had got there the timeline of the episode took us to the point where it had all started.

Imagine the surprise of our players if they start in the middle of a battle between the army of the king and the hosts of a red dragon, with troops who are clamoring for his guidance and enemies who seek to past offenses shouting his name in the field of battle. Or that such a cultish pointed at his head with a gun in the restroom of a roadside restaurant. and then just when you start raining questions and complaints they say they see what they did to get there.

- temporal paradox: if the players will travel to the past using magic of myths to prevent the arrival of the great Cthulhu, only to discover that their actions were what triggered it all and that "cultists" who had fought All this time other researchers were trying to stop them. Or that those old vampire to those who had shed their blood to liberate the clan from his tyranny are but find themselves traveling and looking for a secret past that could not snatch at present. With that ensure the interest of your players.

- Present past: this case is documented in ancient Vampire books I think, and is to play "simultaneously" the events of present and past so that players "discover" key elements of the story, for example, what if they have lost their memories and the memories playing that are slowly getting to the end is that they are ill. Something like the avenger of the future.

- not what I thought, this works great with one or two players. Imagine trying to survive separately to a zombie holocaust avoiding the dead and fighting with other survivors who have lost their minds and attack them, but eventually discovered that this last one happened because they themselves have succumbed evil and are zombies. For this last example is also excellent game Kult where nothing is what it seems

Well that's just to give some examples for as I said earlier, literature, film and video games are full of ideas for our games development. Matrix or movies like Twelve Monkeys. Necromantic books like Chronicles, or The Lord of the time, and Games like Vagrant Story, or Silent Hill. Among others, contain lots of situations that can apply to the table, just a matter of thinking.

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