OnWritingALinear

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It has been suggested that a list of 'Things to think of when writing a linear' should come into being:

Additional points, mostly to do with statting, from Valtiel

Also, when I'm using unconventional undead, I've usually a) given out a list of them (without too many deliberate bits of misinformation) IC beforehand and b) used new names for them - a monster called a Bone Shambler with stats "as skeleton, but regenerates" will generally ruffle far fewer feathers than a skeleton which doesn't do what skeletons do, especially if you warn people it's not a skeleton.--Jacob
If you really need bulky kit, try to either put it into the first encounter and have someone take it back to a car after that, or run a backwards linear, leave it in a car, and have someone go back for it. Both of these cause headaches and, as Valtiel says, are best avoided, though.--Jacob


I approve of these points, in general. Something that might be worth talking about, though, is whether the now-common practice of splitting the monster crew into specific teams is giving the same people (often those who are good at, or enjoy, fighting) all the challenging combat-heavy encounters, leaving the rest of the monsters with little or no combat and hence little or no fighting practice. It can be worked around, it's just something to raise and consider. --Pufferfish

If it's not being done on a "who wants to be in which team" basis it certainly is; if it is it probably isn't, although it can - in particular, my approach of having one team of only one or two people risks that, although I like it even so for other reasons. --Jacob
The fact that one monster team often ends up with fights from start to finish isn't entirely intentional - it's partly because swapping kit around is a pain (so Team Demon get nothing but fights because nobody wants to negotiate with the demons), partly because I at least tend to maintain a Team Not Fighting which leaves the other two teams fighting a lot, and partly because some fights only work with the largest of the three teams. We don't pick teams based on who can fight and who can't, we pick teams based on who wants to be in each team. Occasionally there's a named NPC who needs to be played by a particular person, or a role that one particular person would be great at or has expressed an interest in, but for the most part people choose their own teams. Besides, we have weapon practices for people to get, well, weapon practice. And if someone actively doesn't want to fight then you should let them avoid it, otherwise you're turning into a PE teacher. --Valtiel
What Valtiel said --Zebbie
Unfortunately, this doesn't actually work in practice. Because I can't fight in every encounter or I would die, I have to go in Team Not Fight on every single linear, which means I never get to do *any* fighting. Which sucks. --Pufferfish
The third team generally has a mix of combat and non-combat encounters. In fact, I can't think of a single linear where the choice has been between fighting all the time and not fighting at all. --Valtiel
My experience is that, generally, there's a small "team non-fighty", then a "team big fighty" and a "team mob fighty". So a team that will have its combat encounters be a few huge stompy monsters, and a team that plays the horde of bandits. Quite often, "team big fighty" attracts the combat enthusiasts, but I reckon it's possible to have lots of fun in either. - TheKremlin


A question:

I generally stat or at least tweak the statting of a linear on the day, when I see what the party and the monsters are like. Which of the following should I be taking into account, and which should I be saying "bad luck, that's your problem due to X/well done, due to X, you get an easier linear?"

1: How much XP the PCs have?
2: How powerful the PCs stats are? (N.B. I think one can only really aim to one of these two.)
3: How much flange the PCs have brought with them (as distinct from inherent power which they haven't paid a price for)?
4: How many PCs there are?
5: How many monsters there are?
6: What do I think the relative hard skills of the monsters and PCs are like?
7: The fact that I know that one of the PCs is planning to backstab the others?
8: The fact that I think PvP? may possibly break out?
9: The fact that e.g. all the PCs have polearms and all the monsters have one-handed swords?

I also sometimes tweak partway through a linear. Which of the following should require me to tweak, and which should I just say "bad luck/well done" to?

A: The party are really/barely battered, I think it's because they've been competent/incompetent (I know Pufferfish strongly disapprobates this one)?
B: The party are really/barely battered, I think it's because I've over/understatted so far?
C: The party are really/barely battered, I think it's been an averagely-statted linear and they've been averagely competent but my monsters have been extremely/not very competent?
D: A PC has just left the linear, for IC or OOC reasons?

Is there anything obvious I've missed from either list?

--Jacob


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Last edited April 26, 2009 1:42 am by Jacob (diff)
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