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	<title>Comments on: The Octopus: A Model for Urban Campaigns</title>
	<atom:link href="http://www.treasuretables.org/2006/10/the-octopus-a-model-for-urban-campaigns/feed" rel="self" type="application/rss+xml" />
	<link>http://www.treasuretables.org/2006/10/the-octopus-a-model-for-urban-campaigns</link>
	<description>Game mastering advice, ideas &#038; resources &#8226; Dedicated to helping GMs</description>
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		<title>By: Cadia134</title>
		<link>http://www.treasuretables.org/2006/10/the-octopus-a-model-for-urban-campaigns/comment-page-1#comment-4671</link>
		<dc:creator>Cadia134</dc:creator>
		<pubDate>Thu, 19 Oct 2006 03:31:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=504#comment-4671</guid>
		<description>I tend to think of urban campaigns more like a plate of spaghetti.  Same basic concept, but the noodles all twist around and over lap with each other.  I guess maybe it is like an octopus wth very long arms.
Cadia134</description>
		<content:encoded><![CDATA[<p>I tend to think of urban campaigns more like a plate of spaghetti.  Same basic concept, but the noodles all twist around and over lap with each other.  I guess maybe it is like an octopus wth very long arms.<br />
Cadia134</p>
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		<title>By: tsuyoshikentsu</title>
		<link>http://www.treasuretables.org/2006/10/the-octopus-a-model-for-urban-campaigns/comment-page-1#comment-4670</link>
		<dc:creator>tsuyoshikentsu</dc:creator>
		<pubDate>Thu, 19 Oct 2006 01:13:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=504#comment-4670</guid>
		<description>This is why Shadowrun utterly avoids option paralysis and A-B-C play at the same time: its more freaking octopus than Call of Cthulhu!

(Yes, that was a really awful joke.)

In all seriousness, tohugh, Shadowrun is like this: your fixers call you, and offer you a few jobs.  (As a group, I mean.)  You all pick one that sounds interesting/fun/high-paying/whatever and go do it.

Bam.  Octopus.

T</description>
		<content:encoded><![CDATA[<p>This is why Shadowrun utterly avoids option paralysis and A-B-C play at the same time: its more freaking octopus than Call of Cthulhu!</p>
<p>(Yes, that was a really awful joke.)</p>
<p>In all seriousness, tohugh, Shadowrun is like this: your fixers call you, and offer you a few jobs.  (As a group, I mean.)  You all pick one that sounds interesting/fun/high-paying/whatever and go do it.</p>
<p>Bam.  Octopus.</p>
<p>T</p>
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		<title>By: Frank Filz</title>
		<link>http://www.treasuretables.org/2006/10/the-octopus-a-model-for-urban-campaigns/comment-page-1#comment-4668</link>
		<dc:creator>Frank Filz</dc:creator>
		<pubDate>Wed, 18 Oct 2006 23:24:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=504#comment-4668</guid>
		<description>Yea, I have hooked them up with the Delvers Guild. The included adventures didn&#039;t excite me too much (for the level they&#039;re at, 4th, the 4th level adventure looks like a heavily plotted adventure, totally not my style), so I&#039;m using one from Dungeon Magazine.

I&#039;ll definitely have to work on putting them in contact with groups, the big trick is how to make that contact meaningfull without getting into a heavily plotted campaign that isn&#039;t my style.

Frank</description>
		<content:encoded><![CDATA[<p>Yea, I have hooked them up with the Delvers Guild. The included adventures didn&#8217;t excite me too much (for the level they&#8217;re at, 4th, the 4th level adventure looks like a heavily plotted adventure, totally not my style), so I&#8217;m using one from Dungeon Magazine.</p>
<p>I&#8217;ll definitely have to work on putting them in contact with groups, the big trick is how to make that contact meaningfull without getting into a heavily plotted campaign that isn&#8217;t my style.</p>
<p>Frank</p>
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		<title>By: ScottM</title>
		<link>http://www.treasuretables.org/2006/10/the-octopus-a-model-for-urban-campaigns/comment-page-1#comment-4667</link>
		<dc:creator>ScottM</dc:creator>
		<pubDate>Wed, 18 Oct 2006 23:15:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=504#comment-4667</guid>
		<description>Frank: I don&#039;t own Ptolus, but isn&#039;t there a delvers guild and lots of dungeons below the town?  That might get you through the beginning-- the delver&#039;s guild interactions can be kept short, but include recurring NPC personalities that grow with time.</description>
		<content:encoded><![CDATA[<p>Frank: I don&#8217;t own Ptolus, but isn&#8217;t there a delvers guild and lots of dungeons below the town?  That might get you through the beginning&#8211; the delver&#8217;s guild interactions can be kept short, but include recurring NPC personalities that grow with time.</p>
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		<title>By: Frank Filz</title>
		<link>http://www.treasuretables.org/2006/10/the-octopus-a-model-for-urban-campaigns/comment-page-1#comment-4665</link>
		<dc:creator>Frank Filz</dc:creator>
		<pubDate>Wed, 18 Oct 2006 19:18:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=504#comment-4665</guid>
		<description>With my latest campaign being Arcana Evolved in Ptolus, I&#039;m struggling just how to bring the urban factor in. See, my campaign will be a traditional &quot;kill things and take their treasure&quot; campaign.

Some of these ideas have some merit, but mostly they&#039;re along the lines of a &quot;plotted&quot; campaign, which is just totally not my style. But there might be some bits that could still be of use.

Anyone else have thoughts on old school gaming and an urban setting?

Of course there&#039;s always the feel the original City State of the Invincible Overlord gave me, of a vast &quot;dungeon&quot; of various shops and such, the main difference with typical dungeons being that most of the shops were not intended to be knocked over (but then how do you get the PCs to &quot;the good stuff&quot;?)

Frank</description>
		<content:encoded><![CDATA[<p>With my latest campaign being Arcana Evolved in Ptolus, I&#8217;m struggling just how to bring the urban factor in. See, my campaign will be a traditional &#8220;kill things and take their treasure&#8221; campaign.</p>
<p>Some of these ideas have some merit, but mostly they&#8217;re along the lines of a &#8220;plotted&#8221; campaign, which is just totally not my style. But there might be some bits that could still be of use.</p>
<p>Anyone else have thoughts on old school gaming and an urban setting?</p>
<p>Of course there&#8217;s always the feel the original City State of the Invincible Overlord gave me, of a vast &#8220;dungeon&#8221; of various shops and such, the main difference with typical dungeons being that most of the shops were not intended to be knocked over (but then how do you get the PCs to &#8220;the good stuff&#8221;?)</p>
<p>Frank</p>
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		<title>By: ScottM</title>
		<link>http://www.treasuretables.org/2006/10/the-octopus-a-model-for-urban-campaigns/comment-page-1#comment-4663</link>
		<dc:creator>ScottM</dc:creator>
		<pubDate>Wed, 18 Oct 2006 17:45:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=504#comment-4663</guid>
		<description>&lt;i&gt;&quot;Instead of capturing the wide-open feel, I made things so jumbled that the party never really came around to the most interesting stuff that I’d prepped for the game. Instead, I should have put teasers leading to the cool stuff in the core, and turned each element into its own recognizable option-tentacle.&quot;&lt;/i&gt;
I&#039;ve seen this, both as GM and player.  I think you&#039;re right-- clearly marking a few options as good options helps everyone.  If you can do &quot;anything&quot; without guidance, expect floundering while people seek out an interesting something to get tangled up in.</description>
		<content:encoded><![CDATA[<p><i>&#8220;Instead of capturing the wide-open feel, I made things so jumbled that the party never really came around to the most interesting stuff that I’d prepped for the game. Instead, I should have put teasers leading to the cool stuff in the core, and turned each element into its own recognizable option-tentacle.&#8221;</i><br />
I&#8217;ve seen this, both as GM and player.  I think you&#8217;re right&#8211; clearly marking a few options as good options helps everyone.  If you can do &#8220;anything&#8221; without guidance, expect floundering while people seek out an interesting something to get tangled up in.</p>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2006/10/the-octopus-a-model-for-urban-campaigns/comment-page-1#comment-4662</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Wed, 18 Oct 2006 16:12:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=504#comment-4662</guid>
		<description>You&#039;re welcome, Rick! Let us know how it turns out. :)

Ed: Hmmm. Those all sound like viable approaches to me -- following some options removing others, tentacles overlapping and interacting with one another and all options remaining open (though perhaps changing if they don&#039;t get picked).</description>
		<content:encoded><![CDATA[<p>You&#8217;re welcome, Rick! Let us know how it turns out. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Ed: Hmmm. Those all sound like viable approaches to me &#8212; following some options removing others, tentacles overlapping and interacting with one another and all options remaining open (though perhaps changing if they don&#8217;t get picked).</p>
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		<title>By: Ed</title>
		<link>http://www.treasuretables.org/2006/10/the-octopus-a-model-for-urban-campaigns/comment-page-1#comment-4660</link>
		<dc:creator>Ed</dc:creator>
		<pubDate>Wed, 18 Oct 2006 14:18:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=504#comment-4660</guid>
		<description>It looks like a decent model to follow in an urban setting.  I&#039;d be interested in your opinion regarding how independent the various options should be.  For example, does the party choosing one option cause the others to disappear or do you see the options as being reusable at a later time?  As a DM preparing for these options the latter would be the preferable choice.</description>
		<content:encoded><![CDATA[<p>It looks like a decent model to follow in an urban setting.  I&#8217;d be interested in your opinion regarding how independent the various options should be.  For example, does the party choosing one option cause the others to disappear or do you see the options as being reusable at a later time?  As a DM preparing for these options the latter would be the preferable choice.</p>
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		<title>By: Rick the Wonder Algae</title>
		<link>http://www.treasuretables.org/2006/10/the-octopus-a-model-for-urban-campaigns/comment-page-1#comment-4659</link>
		<dc:creator>Rick the Wonder Algae</dc:creator>
		<pubDate>Wed, 18 Oct 2006 12:59:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=504#comment-4659</guid>
		<description>Thanks for the links and the concept.  My Urban game kicks off this Sunday.  Still madly preping. :)</description>
		<content:encoded><![CDATA[<p>Thanks for the links and the concept.  My Urban game kicks off this Sunday.  Still madly preping. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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