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<blockquote data-quote="Imaro" data-source="post: 6815592" data-attributes="member: 48965"><p>And yet it seems like it would convey what you and [MENTION=42582]pemerton[/MENTION] are talking about to a larger audience better than "pre-authored" has been able to.</p><p></p><p></p><p></p><p>I think it's self-evident that if the players aren't interested in the setting then the gain in play experience is minimal... and vice versa. Your assumptions are also predicated on the players not being informed about the world or campaign setting they are playing in and therre not being enough time to adequately explore both character and setting in game sessions... neither of which I've found to be true... except maybe in systems where combat took an inordinate amount of time... Otherwise the players will steer towards what they are interested in exploring for a particular session or part of a session.</p><p></p><p>What I'm saying is that for the right group of players (and mine are definitely like this) the combination of the two... a world that has pre-set conditions (providing some unknowns, the chance to discover things they may have been interested in as goals but didn't think of in the beginning, a reason to research things, exploration, etc...) but that also allows their character's stories to take center stage (mainly in discovering how they achieve at realizing, fail at realizing, or change their character's goals) provides an even richer play experience... for me and my group. And IME all it takes is some pre-play discussion </p><p></p><p></p><p></p><p>Personally I wouldn't have them make a single roll to cross an entire dessert if I had the precise locations of certain hazards pre-authored. It's a question of granularity, which is something I believe I commented on before. that initial survival check would have been the first step (knowing my players imparting knowledge of the deserts landscape so they could decide which way to go) of multiple skill checks.</p><p></p><p></p><p></p><p></p><p>Of course information about the mountain could have easily been gleaned by some kind of knowledge check, or a geography check, or research... but then I guess in a game where success or failure dictates the world as opposed to the success of your character in the world (which IMO has very little to do with whether character goals, desires and needs are driving the story)... that's unnecessary. </p><p></p><p>No because again if I have spent the time bringing the desert down to a level of granularity where I know the position of the mountains... (something I believe is impossible in you and [MENTION=42582]pemerton[/MENTION] 's style of play) then the resolution will be more granular. Of course in my game there is a chance that the player's encounter the unknown... and said unknown is not directly related to them, and even in some way spawns it's own story... for us it creates a richer experience when interspersed with the purely character driven portions... it's actually a pretty common technique in literature, tv. etc. </p><p></p><p>It kind of works out like this.... where "Plot" are those external things and "Character" are the internally driven goals of the PC's in my games...</p><p><a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/SlidingScaleOfPlotVersusCharacters" target="_blank">http://tvtropes.org/pmwiki/pmwiki.php/Main/SlidingScaleOfPlotVersusCharacters</a></p></blockquote><p></p>
[QUOTE="Imaro, post: 6815592, member: 48965"] And yet it seems like it would convey what you and [MENTION=42582]pemerton[/MENTION] are talking about to a larger audience better than "pre-authored" has been able to. I think it's self-evident that if the players aren't interested in the setting then the gain in play experience is minimal... and vice versa. Your assumptions are also predicated on the players not being informed about the world or campaign setting they are playing in and therre not being enough time to adequately explore both character and setting in game sessions... neither of which I've found to be true... except maybe in systems where combat took an inordinate amount of time... Otherwise the players will steer towards what they are interested in exploring for a particular session or part of a session. What I'm saying is that for the right group of players (and mine are definitely like this) the combination of the two... a world that has pre-set conditions (providing some unknowns, the chance to discover things they may have been interested in as goals but didn't think of in the beginning, a reason to research things, exploration, etc...) but that also allows their character's stories to take center stage (mainly in discovering how they achieve at realizing, fail at realizing, or change their character's goals) provides an even richer play experience... for me and my group. And IME all it takes is some pre-play discussion Personally I wouldn't have them make a single roll to cross an entire dessert if I had the precise locations of certain hazards pre-authored. It's a question of granularity, which is something I believe I commented on before. that initial survival check would have been the first step (knowing my players imparting knowledge of the deserts landscape so they could decide which way to go) of multiple skill checks. Of course information about the mountain could have easily been gleaned by some kind of knowledge check, or a geography check, or research... but then I guess in a game where success or failure dictates the world as opposed to the success of your character in the world (which IMO has very little to do with whether character goals, desires and needs are driving the story)... that's unnecessary. No because again if I have spent the time bringing the desert down to a level of granularity where I know the position of the mountains... (something I believe is impossible in you and [MENTION=42582]pemerton[/MENTION] 's style of play) then the resolution will be more granular. Of course in my game there is a chance that the player's encounter the unknown... and said unknown is not directly related to them, and even in some way spawns it's own story... for us it creates a richer experience when interspersed with the purely character driven portions... it's actually a pretty common technique in literature, tv. etc. It kind of works out like this.... where "Plot" are those external things and "Character" are the internally driven goals of the PC's in my games... [url]http://tvtropes.org/pmwiki/pmwiki.php/Main/SlidingScaleOfPlotVersusCharacters[/url] [/QUOTE]
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