Role Playing Public Radio

RPPR Episode 149: Labyrinths and Mazes – Linear and Nonlinear Scenario Design

Dec 19, 2017
They compare labyrinths and mazes as distinct design tools: one-path linear scenarios versus multi-path nonlinear ones. They discuss when linear structure creates dramatic costs and payoffs, and when nonlinearity demands ambiguity and information work. Practical examples and strategies cover hybrids, pacing, tailoring design to player preferences, and running campaigns that mix planning and execution.
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INSIGHT

Match Scenario Ambiguity To Player Preferences

  • Tailor scenario type to player preferences because players differ in tolerance for ambiguity.
  • Bill recounts Renee preferring clearer aims, while others enjoy procedural, information-heavy play.
ANECDOTE

Ashen Stars Artifact Job Became Space Theft

  • Ross describes an Ashen Stars job where players find an alien artifact and choose whether to hand it to the employers or steal it for analysis.
  • Group A rescued people, retrieved the artifact, then opted to commit space theft by taking it to an expert on a death world.
ANECDOTE

Dam Takeover Uncovered A Mercenary Conspiracy

  • Ross recounts Group B dealing with water-stealing squatters and discovering mercenaries had lured them.
  • The players reclaimed a dam, sabotaged a reactor, captured mercenaries, and opened a new investigation thread about who hired them.
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