I'm A Banana
Potassium-Rich
Let's answer them!
Forked from: Let The Players Manage Themselves Part 3, waitaminute...
#1: This is kind of a vague question, but as best I can figure, the types of games I run most often with D&D are the kind where the PC's are part of a living, breathing world, and discover some specific threat that they can solve. This varies between being strong narrative, with a clear "end the world" type villain who menaces them for a dozen levels, and between being "mercenaries for hire" type games where the PC's are just doing a dangerous job for some coin and some fame.
#2: The goal is to do something that no other hobby can do: to give me the feeling of creating something with the other players, by playing a game. Depending on the focus, I might be creating a world (in a sandbox-style game) or a story (in a more narrative game), and I want to do it with rules and mechanics, not just by making stuff up. I want to feel like I'm guiding this process, and I want my players to feel like they're meaningfully contributing to this process (and that's where the rules come in!).
#3: The biggest changes I make to the game are usually in terms of focus. If I want to tell a story about a group of youths from a farm village who go in the stereotypical Journey of the Hero, I will plot out specific points I want them to hit, and constantly persuade them to go in that direction, and I will make sure they start as commoner-level farmers and move, eventually, to powerful masters of their fu. If I want to create a "dungeonpunk" world where corporate sponsorship for the adventuring life is expressly performed, I will add rules for gaining sponsors and for going indie and make sure that dungeons are "marked territory," add copyrights to spells, and that sort of thing.
Ultimately, I play a lot of different campaigns. I don't have just one story to tell or just one world to build. I want to support whatever vision I have for my current campaign by being able to mildly tweak rules to achieve a specific feel of fantasy. For this, in 4e, I need to add rules that handle things that 4e just ignores. At the moment, I need to add so many rules that 4e isn't really worth it at this point, for me personally.
But that's me.
ENWorld, I am actually interested in how YOU would answer these three questions (even if Logan isn't anymore ).
Forked from: Let The Players Manage Themselves Part 3, waitaminute...
WotC_Logan said:I'm curious how those of you who don't agree with the way the games are run approach your own games. "I don't agree with this" and "This isn't how I like my games" is too vague if you don't talk about what you like in games, so here are some questions:
1. What types of game do you run?
2. What is the overarching goal of your game? What feel do you want and what experience should your players have?
3. Most importantly, what steps do you take to change the way the game plays, and in what way do they contribute to your goal?
#1: This is kind of a vague question, but as best I can figure, the types of games I run most often with D&D are the kind where the PC's are part of a living, breathing world, and discover some specific threat that they can solve. This varies between being strong narrative, with a clear "end the world" type villain who menaces them for a dozen levels, and between being "mercenaries for hire" type games where the PC's are just doing a dangerous job for some coin and some fame.
#2: The goal is to do something that no other hobby can do: to give me the feeling of creating something with the other players, by playing a game. Depending on the focus, I might be creating a world (in a sandbox-style game) or a story (in a more narrative game), and I want to do it with rules and mechanics, not just by making stuff up. I want to feel like I'm guiding this process, and I want my players to feel like they're meaningfully contributing to this process (and that's where the rules come in!).
#3: The biggest changes I make to the game are usually in terms of focus. If I want to tell a story about a group of youths from a farm village who go in the stereotypical Journey of the Hero, I will plot out specific points I want them to hit, and constantly persuade them to go in that direction, and I will make sure they start as commoner-level farmers and move, eventually, to powerful masters of their fu. If I want to create a "dungeonpunk" world where corporate sponsorship for the adventuring life is expressly performed, I will add rules for gaining sponsors and for going indie and make sure that dungeons are "marked territory," add copyrights to spells, and that sort of thing.
Ultimately, I play a lot of different campaigns. I don't have just one story to tell or just one world to build. I want to support whatever vision I have for my current campaign by being able to mildly tweak rules to achieve a specific feel of fantasy. For this, in 4e, I need to add rules that handle things that 4e just ignores. At the moment, I need to add so many rules that 4e isn't really worth it at this point, for me personally.
But that's me.
ENWorld, I am actually interested in how YOU would answer these three questions (even if Logan isn't anymore ).