anobody posted a complaint about the linear aspect of the NWN2 OC on the boards, which spawned an interesting debate about the linear aspects of Computer Role Playing Games.
BW022 made some good points with his post:
In the game all modules and pre-written campaigns have predetermined plot arcs. It simply isn't possible to write a module which covers every conceivable choose.
Imagine a DM writes a module for her group. About twelve hours consisting of a small town, a murder, and an assassin's complex. Maps, stat blocks, NPC descriptions, etc. The module starts out with a gnome coming into the bar and asking to speak with the PCs.
What do you think happens if the PCs say "We kill the gnome."? Well, maybe the DM scrambles a bit and lets the PCs find a note on the gnome talking about a murder. What then happens if the PCs say "We burn the note and leave the village."
Eventually the DM will say, "Fine. Nothing happens." She no longer has anything prepared. Perhaps the DM is good enough to ask what you plan on doing and then writing a specific adventure for you next week. Is the DM supposed to repeatedly spend dozens of hours on stuff you never do?
Kale Kross made an interesting counter point (which really highlights the importance of a DM):
The best DMs (and I've had the privilege of playing with several like this) don't run their sessions by planning out everything that could happen in a module. Rather, they construct their world and retain a clear picture of it and its inhabitents in their minds. They add some more major NPCs who will have their own agendas within the world as well. Naturally and fluidly, the world will continue to operate, even if the PCs decide to sit on their butts in the local tavern and do nothing. The DM creates a sort of "ecology" that is self-sustaining.
Actions the PCs take as well can have ripple effects within the world. The DM does not have to plan entire adventures or even sesssion. Only a continued sense of what is going on in the world and what will happen is necessary (with a few add-ons as the DM sees fit to throw into his/her world).
Using only these guidelines, the best DMs can do it all on the fly, allowing for true freeform roleplaying and stories that go in any direction.
In this sense, planning a whole quest isn't what's really required. Just planning of the world itself and the NPCs. It's the DM's choice to have an overarcing connection between sessions, but sometimes it's just fun to play for the journey of it.
While adventurers can be heros, not all adventurers are. And the reason we play is for the journey of it all anyway, not to "reach the end." After all, that's why DnD can be freeform and neverending in the first place, so long as the DM keeps it going.
Check out the full thread here:
http://nwn2forums.bioware.com/forums/viewtopic.html?topic=526710&forum=1...