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	<title>Comments on: The Perils Of Prophecy: Avoiding the Plot Locomotive</title>
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	<description>Expert tips and how-to's on every aspect of creating and running exceptional campaigns.</description>
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		<title>By: Os Perigos da Profecia [Parte 2]&#160;&#124;&#160;TRAMPOLIM RPG</title>
		<link>http://www.campaignmastery.com/blog/the-perils-of-prophecy/comment-page-1/#comment-1588</link>
		<dc:creator>Os Perigos da Profecia [Parte 2]&#160;&#124;&#160;TRAMPOLIM RPG</dc:creator>
		<pubDate>Tue, 19 Jan 2010 12:35:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1243#comment-1588</guid>
		<description>[...] Original: The Perils of Prophecy: Avoinding the plot locomotive Postado em: 10 de dezembro de 2009 Autor: Mike Site: [...]</description>
		<content:encoded><![CDATA[<p>[...] Original: The Perils of Prophecy: Avoinding the plot locomotive Postado em: 10 de dezembro de 2009 Autor: Mike Site: [...]</p>
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		<title>By: Ravenous Role Playing &#187; Blog Archive &#187; Friday Five: 2009-12-11</title>
		<link>http://www.campaignmastery.com/blog/the-perils-of-prophecy/comment-page-1/#comment-1362</link>
		<dc:creator>Ravenous Role Playing &#187; Blog Archive &#187; Friday Five: 2009-12-11</dc:creator>
		<pubDate>Sat, 12 Dec 2009 21:21:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1243#comment-1362</guid>
		<description>[...] The Perils Of Prophecy: Avoiding the Plot Locomotive Ah, prophecies. They&#8217;re the great go to gun for any GM that is having their game side tracked. Go see what Mike over at Campaign Mastery has to say about using them gently in your game and how to avoid railroading your players through the use of prophecies. [...]</description>
		<content:encoded><![CDATA[<p>[...] The Perils Of Prophecy: Avoiding the Plot Locomotive Ah, prophecies. They&#8217;re the great go to gun for any GM that is having their game side tracked. Go see what Mike over at Campaign Mastery has to say about using them gently in your game and how to avoid railroading your players through the use of prophecies. [...]</p>
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		<title>By: Mike</title>
		<link>http://www.campaignmastery.com/blog/the-perils-of-prophecy/comment-page-1/#comment-1352</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Fri, 11 Dec 2009 01:05:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1243#comment-1352</guid>
		<description>@ Will: yeah, there&#039;s nothing quite as bad as when lazyness or cowardice or lack of self-confidance make a GM wimp out. Using &quot;prophecy&quot; as an excuse is on the same level as &quot;the dog ate my homework&quot;. Prophecies should always grow from the combination pf characterisation and circumstance, and should be as much a window into the personalities of the subjects as it is a forecast of events to come.

There are no bad plot devices - just overused or inappropriate ones that have been employed in a cliched manner. Hopefully you&#039;ll be able to expand your repetoire to include the occasional prophecy within your campaign, because making foolish predictions is part of human nature, and not-so-foolish prophecies are a staple element of the fantasy genre - which means they need a little more effort to avoid the cliche.</description>
		<content:encoded><![CDATA[<p>@ Will: yeah, there&#8217;s nothing quite as bad as when lazyness or cowardice or lack of self-confidance make a GM wimp out. Using &#8220;prophecy&#8221; as an excuse is on the same level as &#8220;the dog ate my homework&#8221;. Prophecies should always grow from the combination pf characterisation and circumstance, and should be as much a window into the personalities of the subjects as it is a forecast of events to come.</p>
<p>There are no bad plot devices &#8211; just overused or inappropriate ones that have been employed in a cliched manner. Hopefully you&#8217;ll be able to expand your repetoire to include the occasional prophecy within your campaign, because making foolish predictions is part of human nature, and not-so-foolish prophecies are a staple element of the fantasy genre &#8211; which means they need a little more effort to avoid the cliche.</p>
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		<title>By: Mike</title>
		<link>http://www.campaignmastery.com/blog/the-perils-of-prophecy/comment-page-1/#comment-1351</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Fri, 11 Dec 2009 00:56:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1243#comment-1351</guid>
		<description>@ Dracomax: I didn&#039;t list it because I&#039;ve never heard of it before, and didn&#039;t think of it myself! Congratulations, &quot;Branching Prophecies&quot; sounds like a great idea that deserves to be included here. Thanks for sharing!</description>
		<content:encoded><![CDATA[<p>@ Dracomax: I didn&#8217;t list it because I&#8217;ve never heard of it before, and didn&#8217;t think of it myself! Congratulations, &#8220;Branching Prophecies&#8221; sounds like a great idea that deserves to be included here. Thanks for sharing!</p>
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		<title>By: Mike</title>
		<link>http://www.campaignmastery.com/blog/the-perils-of-prophecy/comment-page-1/#comment-1350</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Fri, 11 Dec 2009 00:51:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1243#comment-1350</guid>
		<description>@ Wimwick: from your last comment it may also have been that you were overly self-conscious about avoiding the plot train phenomenon often associated with prophecies. Like public speaking, confidence in what you are doing is essential; hesitation and fumbling get in the way of success. But your last comment is also the reason for the article in the first place - offering techniques for the use of prophecies so that they don&#039;t railroad the players!</description>
		<content:encoded><![CDATA[<p>@ Wimwick: from your last comment it may also have been that you were overly self-conscious about avoiding the plot train phenomenon often associated with prophecies. Like public speaking, confidence in what you are doing is essential; hesitation and fumbling get in the way of success. But your last comment is also the reason for the article in the first place &#8211; offering techniques for the use of prophecies so that they don&#8217;t railroad the players!</p>
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		<title>By: Will</title>
		<link>http://www.campaignmastery.com/blog/the-perils-of-prophecy/comment-page-1/#comment-1349</link>
		<dc:creator>Will</dc:creator>
		<pubDate>Thu, 10 Dec 2009 19:31:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1243#comment-1349</guid>
		<description>Wow, this was a really good article!

I generally hate &quot;prophecy&quot; or &quot;destiny&quot; as a plot device in fiction and gaming.  It&#039;s not the potential for railroading that bugs me, it&#039;s the &quot;just because&quot; nature of prophecy.  I like to know WHY things are happening -- usually driven by some human motivation, social trend, or natural phenomenon.  Saying something happens because it was &quot;destiny&quot; is equivalent of not giving any reason at all.

The only prophecy plot lines I can think of that I like are the self-fulfilling kind.  These are epitomized in Greek myth, where the child is prophesied to kill the father, so they abandon the child, only for him to grow into a hero and kill his father (the jerk).  A more modern interpretation is the use of prophecy in the Harry Potter stories.  Everything that happened in those books was due to people struggling to make it happen; the prophecy only acted as a sort of catalyst for the human interaction.

So I definitely shy away from prophecy in my games; it often seems like lazy and uninteresting storytelling (a cliche that has been played out one too many times).  But using the techniques you outline above, prophecy could go beyond the &quot;ho-hum, more inconsequential exposition&quot; and become an actual interactive campaign element that the PCs can do something about.</description>
		<content:encoded><![CDATA[<p>Wow, this was a really good article!</p>
<p>I generally hate &#8220;prophecy&#8221; or &#8220;destiny&#8221; as a plot device in fiction and gaming.  It&#8217;s not the potential for railroading that bugs me, it&#8217;s the &#8220;just because&#8221; nature of prophecy.  I like to know WHY things are happening &#8212; usually driven by some human motivation, social trend, or natural phenomenon.  Saying something happens because it was &#8220;destiny&#8221; is equivalent of not giving any reason at all.</p>
<p>The only prophecy plot lines I can think of that I like are the self-fulfilling kind.  These are epitomized in Greek myth, where the child is prophesied to kill the father, so they abandon the child, only for him to grow into a hero and kill his father (the jerk).  A more modern interpretation is the use of prophecy in the Harry Potter stories.  Everything that happened in those books was due to people struggling to make it happen; the prophecy only acted as a sort of catalyst for the human interaction.</p>
<p>So I definitely shy away from prophecy in my games; it often seems like lazy and uninteresting storytelling (a cliche that has been played out one too many times).  But using the techniques you outline above, prophecy could go beyond the &#8220;ho-hum, more inconsequential exposition&#8221; and become an actual interactive campaign element that the PCs can do something about.</p>
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		<title>By: Dracomax</title>
		<link>http://www.campaignmastery.com/blog/the-perils-of-prophecy/comment-page-1/#comment-1348</link>
		<dc:creator>Dracomax</dc:creator>
		<pubDate>Thu, 10 Dec 2009 17:18:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1243#comment-1348</guid>
		<description>I&#039;m surprised you didn&#039;t list my favorite way of using prophecy: the Either/or prophecy(otherwise known as the branching prophecy)

With this, you set up a prophecy using either an if then else statement, or something similar. for example, &quot;If the crown of Teles remains intact, then a great kingdom will fall, yet if the crwon falls, the orcs will rise.&quot; 

It give the players an idea, or choice of what to do, and gives the campaign a clear path regardless of whether the characters succeed or fail in whatever path they choose to take.</description>
		<content:encoded><![CDATA[<p>I&#8217;m surprised you didn&#8217;t list my favorite way of using prophecy: the Either/or prophecy(otherwise known as the branching prophecy)</p>
<p>With this, you set up a prophecy using either an if then else statement, or something similar. for example, &#8220;If the crown of Teles remains intact, then a great kingdom will fall, yet if the crwon falls, the orcs will rise.&#8221; </p>
<p>It give the players an idea, or choice of what to do, and gives the campaign a clear path regardless of whether the characters succeed or fail in whatever path they choose to take.</p>
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		<title>By: Wimwick</title>
		<link>http://www.campaignmastery.com/blog/the-perils-of-prophecy/comment-page-1/#comment-1347</link>
		<dc:creator>Wimwick</dc:creator>
		<pubDate>Thu, 10 Dec 2009 16:42:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1243#comment-1347</guid>
		<description>Great advice. I&#039;ve attempted to use prophecy in campaigns before and I find it doesn&#039;t always work. Perhaps because I&#039;m bad at writing them, or perhaps because I wasn&#039;t consistent enough with their application. One thing I like about Eberron is they have developed a prophecy for the campaign setting, and while they haven&#039;t published it verbatim, it is very easy to say it&#039;s written in the Draconic prophecy that this would happen. 

The most important aspect is to ensure that as DM you aren&#039;t using the prophecy to railroad the players. They shouldn&#039;t hamper creativity.
.-= Wimwick&#180;s last blog ..&lt;a href=&quot;http://feedproxy.google.com/~r/DungeonsMaster/~3/hwpWZkQ4YKY/&quot;&gt;Tiers Of Play: Epic&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>Great advice. I&#8217;ve attempted to use prophecy in campaigns before and I find it doesn&#8217;t always work. Perhaps because I&#8217;m bad at writing them, or perhaps because I wasn&#8217;t consistent enough with their application. One thing I like about Eberron is they have developed a prophecy for the campaign setting, and while they haven&#8217;t published it verbatim, it is very easy to say it&#8217;s written in the Draconic prophecy that this would happen. </p>
<p>The most important aspect is to ensure that as DM you aren&#8217;t using the prophecy to railroad the players. They shouldn&#8217;t hamper creativity.<br />
<span class="cluv"> Wimwick&#180;s last blog ..<a href="http://feedproxy.google.com/~r/DungeonsMaster/~3/hwpWZkQ4YKY/">Tiers Of Play: Epic</a> <span class="heart_tip_box"><img class="heart_tip" alt="My ComLuv Profile" border="0" width="16" height="14" src="http://www.campaignmastery.com/blog/wp-content/plugins/commentluv/images/littleheart.gif"/></span></span></p>
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		<title>By: Mike</title>
		<link>http://www.campaignmastery.com/blog/the-perils-of-prophecy/comment-page-1/#comment-1346</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Thu, 10 Dec 2009 15:26:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1243#comment-1346</guid>
		<description>@ Lugh: It sounds like fun! Of course, just drop in one uncorrupted prophecy recently &#039;rediscovered&#039; and watch the lemmings gather...</description>
		<content:encoded><![CDATA[<p>@ Lugh: It sounds like fun! Of course, just drop in one uncorrupted prophecy recently &#8216;rediscovered&#8217; and watch the lemmings gather&#8230;</p>
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		<title>By: Lugh</title>
		<link>http://www.campaignmastery.com/blog/the-perils-of-prophecy/comment-page-1/#comment-1345</link>
		<dc:creator>Lugh</dc:creator>
		<pubDate>Thu, 10 Dec 2009 13:58:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1243#comment-1345</guid>
		<description>I am using a rather interesting technique in my current campaign.  It is a sort-of urban fantasy set-up, in which the time between 2000 and 2012 is a &quot;time of troubles.&quot;  All sorts of prophecies are converging, which are supposed to culminate in some sort of major event on Dec 21, 2012.

Except one exceptionally powerful occultist, who was nigh-immortal, decided to stack the deck in his favor.  He tracked down the prophecies, and altered their texts.  This was back in the late 19th century, when there weren&#039;t exactly a lot of copy machines or computer back-ups to double-check the wording.  He also watched for key players in the upcoming true prophecies, and worked to corrupt or eliminate them.

One set of PCs ended up fighting this guy, and ultimately killing him (in a really nice climax where they were able to use his twisting of prophecy against him).  This went down in 2007, in game time.

The new set of PCs is now trying to figure out what is happening next.  The world is still clearly barreling towards some sort of metaphysical cliff, supposedly still in 2012.  But, all the signposts have been removed.  Even the gods are baffled, as events are &lt;strong&gt;not&lt;/strong&gt; unfolding as they should.  And yet, many prophecies are still finding ways to get fulfilled, just not in the time or manner they were supposed to.

So far, the &quot;broken prophecies&quot; concept is working really well.  The PCs can anticipate certain actions of the other factions, who are still trying to follow their prophecies.  But, the rails have also clearly been removed for the PCs to be able to achieve anything.
.-= Lugh&#180;s last blog ..&lt;a href=&quot;http://immagini-di-vita.com/2009/11/30/day-8-%E2%80%93-the-journey-home/&quot;&gt;Day 8 – The Journey Home&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>I am using a rather interesting technique in my current campaign.  It is a sort-of urban fantasy set-up, in which the time between 2000 and 2012 is a &#8220;time of troubles.&#8221;  All sorts of prophecies are converging, which are supposed to culminate in some sort of major event on Dec 21, 2012.</p>
<p>Except one exceptionally powerful occultist, who was nigh-immortal, decided to stack the deck in his favor.  He tracked down the prophecies, and altered their texts.  This was back in the late 19th century, when there weren&#8217;t exactly a lot of copy machines or computer back-ups to double-check the wording.  He also watched for key players in the upcoming true prophecies, and worked to corrupt or eliminate them.</p>
<p>One set of PCs ended up fighting this guy, and ultimately killing him (in a really nice climax where they were able to use his twisting of prophecy against him).  This went down in 2007, in game time.</p>
<p>The new set of PCs is now trying to figure out what is happening next.  The world is still clearly barreling towards some sort of metaphysical cliff, supposedly still in 2012.  But, all the signposts have been removed.  Even the gods are baffled, as events are <strong>not</strong> unfolding as they should.  And yet, many prophecies are still finding ways to get fulfilled, just not in the time or manner they were supposed to.</p>
<p>So far, the &#8220;broken prophecies&#8221; concept is working really well.  The PCs can anticipate certain actions of the other factions, who are still trying to follow their prophecies.  But, the rails have also clearly been removed for the PCs to be able to achieve anything.<br />
<span class="cluv"> Lugh&#180;s last blog ..<a href="http://immagini-di-vita.com/2009/11/30/day-8-%E2%80%93-the-journey-home/">Day 8 – The Journey Home</a> <span class="heart_tip_box"><img class="heart_tip" alt="My ComLuv Profile" border="0" width="16" height="14" src="http://www.campaignmastery.com/blog/wp-content/plugins/commentluv/images/littleheart.gif"/></span></span></p>
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