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| ForeshadowingForeshadowingLook back over the plan and see if anything can be Foreshadowed earlier. If all the adventurers do is discover things as they come to them then they are simply walking from encounter to encounter. Know the players interests, it is the best way to keep one step ahead. Read ahead of the adventurers and start planting seeds or dropping hints. The sole purpose of a particular encounter might be to foreshadow a later event. See if a meaning be changed by delivering the clues in a different order? Consider that one of the clues may be inaccurate or distorted in some fashion as if seen from a distance or heard second hand. For particularly tough encounters, events, or traps definitely consider providing advance notice. Especially, if the adventures will need special equipment or preparations. Don't be afraid to hit the players over the head by repeating or making it specific to the encounter. Reoccurring symbolism increases the tension more effectively, if the threat is palpable. Vague hints don't threaten. Vague hints are better at adding mystery. They make the revelation more dramatic when the adventurers suddenly realize how all the pieces come together. If the adventurers are trying to piece together a puzzle consider hints that only make sense when all the pieces come together. When being subtle, the clue should be subtle but not the delivery. Make sure the adventurers notice foreshadowing. If they miss it then come back at them with it. Foreshadowing:
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