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Kevin_MacTaggert wrote:How much plot Twist is too much ?
saint_matthew wrote:Kevin_MacTaggert wrote:How much plot Twist is too much ?
I'm going to tell you the same thing i'd tell Grant Morrison if given the chance: Stop trying to be clever and just be good. In other words, don't try to outsmart your players, create a good story, if it ends up in a twist, then by all means twist: But never design an adventure for the twist... Players will likely see it coming a mile away & you no longer have an adventure.
Just my 2 cents
Damren wrote:I wouldn't make it any more complex than a good movie, book or TV series. A healthy piece of RP is performance, which to me means keeping momentum and making sure the resolution is within the purview of your audience. Make it something they will enjoy, have fun with and be impressed by.
Quirky example: Bad lady who created one of my campaigns heroes shoots his invulnerable-self in the head with a bullet that actually kills him. But, he doesn't die as he spent lots of point on the whole immortal-thing. However, the bullet (which wasn't even slowed down by his TK defenses) is sitting in his head, killing him over and over again.
She did it to get him away from her partners, as she realized what he'd become. Her major villain quest is for immortality, and he just became experiment number one. She actually drugs him, removes the bullet (leaving it as a souvenir ... and a message ... "I can still kill you."), and proceeds to make plans to make his life hell; all part of an experiment to test his immortality. By the way, this may be her clone, or the clone may be the one locked in a Sciencell on Oa.
Overall, he was blown away by the fact he A. met his creator, B. isn't as invulnerable as he thought (he's sort of somewhere between SuperBoy & SuperMan), C. has no clue as to which one is the real her (the one that shot him got away with a misdirection ruse that he fell for).
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