Lonely Tylenol
First Post
mythusmage said:The question now becomes, how do you do it?
Has anybody seen an RPG that provides guidelines for getting the players involved?
Well, any game that includes something like the Robin's Laws theory (e.g. DMG II) provides such guidelines. It's not hard to provide what will get your players involved, especially if you know them well. Steal themes and plot devices from their favourite genres of fiction or go by what they have done in the past, making a checklist of "stuff I need to include for player X, player Y, player Z". If you don't know them, ask. Most people know what it is they're looking for in a game and can tell you. Also, despite what it seems to indicate in DMG II, I think most people like variety. If you have a power gamer, a role player, and a tactician in your group, they'll probably each enjoy getting the chance to play their personal style, but being in a group with a tactician can make tactical play more fun for everyone.
The only other thing I'd add to the Robin's Laws ideas is just general creative writing guidelines for writing adventures.