Friday
Nov052010

The "Vogler" Model Part 7: Crossing the Threshold

In role playing games, Crossing the Threshold is often an uneventful moment. The characters have accepted the quest, and suddenly they are on the road. No dram. No description. No interactions. Don’t let this happen in your games. Crossing the Threshold is a wonderful opportunity to set the tone for your entire campaign. It should be a significant moment in the characters’ lives, not glossed over with “OK, you’re on the road to the Kingdom of Plotopia”.

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Friday
Nov052010

The "Vogler" Model Part 6: Crossing the Threshold

In role playing games, Crossing the Threshold is often an uneventful moment. The characters have accepted the quest, and suddenly they are on the road. No dram. No description. No interactions. Don’t let this happen in your games. Crossing the Threshold is a wonderful opportunity to set the tone for your entire campaign. It should be a significant moment in the characters’ lives, not glossed over with “OK, you’re on the road to the Kingdom of Plotopia”.

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Friday
Oct292010

The "Vogler" Model Part 5: Meeting the Mentor

Whether the heroes refuse the initial call, or accept it without question, they are going to need assistance of some kind. Assistance can take many forms, from apocalyptic visions, to a magic sword. Whatever they are given for their quest, it will likely come from a Mentor.

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Friday
Oct222010

The "Vogler" Model Part 4: Refusing the Call

It might seem at first, that the players would have no reason for Refusing the Call. However, as I mentioned in the last installment, even the illusion of choice can heighten the drama. You may actually want to give the players the option of refusing. Every player wants believe that their choices matter, and that belief can actually increase their suspension of disbelief regarding you world as a whole. But, be wary of derailing you own game. If you’ve spent hours and hours writing up the perfect campaign, you don’t want you players to simply walk away from the adventure. So, how do you keep the players on track, without feeling railroaded?

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Friday
Oct152010

The "Vogler" Model Part 3: Call to Adventure

No, I’m not talking about the call you make to your buddies the day before the game. I’m talking, about the hook - the thing that gets the characters off their butts, out of the tavern and on the road. I’m not going to talk much about adventure hooks. Loads of examples exist on the internet, and in books, so I will refer you to Bing or Google. I will mention that S. John Ross has an excellent list on his site, which you can find here.

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