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Forked Thread: Logan Bonner has some Questions....
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<blockquote data-quote="Daniel D. Fox" data-source="post: 4502065" data-attributes="member: 55033"><p><span style="font-size: 9px">reposted to the correct thread</span></p><p> </p><p> </p><p></p><p> </p><p>As others have stated, player-driven plots in a sandbox. I am blessed with very motivated players who take genuine interest in the world around their characters. Their choices heavily shape and mold the storyline from their perspective. Our focus is mostly on cooperative storytelling, with combat as the last resort for conflict resolution.</p><p> </p><p></p><p> </p><p>The goal of the campaign is to shape a cooperative piece of literature from different perspectives through suspension of disbelief as players take upon the persona of their character at the game table. I present a believable world from a low fantasy perspective, intermingled with real-world issues and the players combat those issues on a personal and a macro level. 4E used for the metamechanics of what players can do, but consequences are rarely rules-driven so much as story-driven. Establishing alliances with personalities within the campaign world and making choices based on personality traits influence what the player can do and cannot do, thus driving the story. Since the game is reflected in varying shades of gray when it comes to the world around them, the players are also fairly complicated when it comes to morality. It reflects a dark reality where players are pitted against foes that cannnot be necessarily defeated outwardly through combat. Politics, religion, urban conflict, factuous wars, gritty violence, low magic, low fantasy and low horror - these themes are the backbone of the story. No one person is a villain or a hero in a general sense, it's all a matter of perspective.</p><p> </p><p></p><p> </p><p>The players chose their own goals. Each and every player in my game has a story to tell about themselves and their past, and I've worked with each player in secret to slowly expose who and what they are throughout the lifecycle of the game by creating plots that bring to light their pasts to one another. Simply put, no one player knows the alignment, the personality traits, the real name or the true history of their comrades (you have to read my campaign story to understand why this is <a href="http://deismaar.pbwiki.com/Gothric-Campaign" target="_blank"><span style="color: #810081">Deismaar: Year 200 / Gothric Campaign</span></a>). They are allies out of neccessity, fighting for their own survival. It is a very nonstandard storyline that takes influence from George RR Martin and Fritz Lieber with a heavy dose of David Mamet, creating very complex yet rewarding storylines. There is very little handholding on my part to drive my players.</p><p> </p><p>We employ some light houserules to support the gritty nature of the world including changes to healing surges, resting and wounding. Otherwise, no rules changes are required as combat resolution, the skill system, rituals and the like fit my setting perfectly. 4e works out very well because it mirrors my homebrewed system we'd used before switching over to 4e (Saga/3.5 hybrid). Without "fanboying" it up, I'd say 4E is one of the best iterations of D&D to date because it feels familiar to my players and I.</p><p> </p><p> </p><p>Cheers~</p></blockquote><p></p>
[QUOTE="Daniel D. Fox, post: 4502065, member: 55033"] [SIZE=1]reposted to the correct thread[/SIZE] As others have stated, player-driven plots in a sandbox. I am blessed with very motivated players who take genuine interest in the world around their characters. Their choices heavily shape and mold the storyline from their perspective. Our focus is mostly on cooperative storytelling, with combat as the last resort for conflict resolution. The goal of the campaign is to shape a cooperative piece of literature from different perspectives through suspension of disbelief as players take upon the persona of their character at the game table. I present a believable world from a low fantasy perspective, intermingled with real-world issues and the players combat those issues on a personal and a macro level. 4E used for the metamechanics of what players can do, but consequences are rarely rules-driven so much as story-driven. Establishing alliances with personalities within the campaign world and making choices based on personality traits influence what the player can do and cannot do, thus driving the story. Since the game is reflected in varying shades of gray when it comes to the world around them, the players are also fairly complicated when it comes to morality. It reflects a dark reality where players are pitted against foes that cannnot be necessarily defeated outwardly through combat. Politics, religion, urban conflict, factuous wars, gritty violence, low magic, low fantasy and low horror - these themes are the backbone of the story. No one person is a villain or a hero in a general sense, it's all a matter of perspective. The players chose their own goals. Each and every player in my game has a story to tell about themselves and their past, and I've worked with each player in secret to slowly expose who and what they are throughout the lifecycle of the game by creating plots that bring to light their pasts to one another. Simply put, no one player knows the alignment, the personality traits, the real name or the true history of their comrades (you have to read my campaign story to understand why this is [URL="http://deismaar.pbwiki.com/Gothric-Campaign"][COLOR=#810081]Deismaar: Year 200 / Gothric Campaign[/COLOR][/URL]). They are allies out of neccessity, fighting for their own survival. It is a very nonstandard storyline that takes influence from George RR Martin and Fritz Lieber with a heavy dose of David Mamet, creating very complex yet rewarding storylines. There is very little handholding on my part to drive my players. We employ some light houserules to support the gritty nature of the world including changes to healing surges, resting and wounding. Otherwise, no rules changes are required as combat resolution, the skill system, rituals and the like fit my setting perfectly. 4e works out very well because it mirrors my homebrewed system we'd used before switching over to 4e (Saga/3.5 hybrid). Without "fanboying" it up, I'd say 4E is one of the best iterations of D&D to date because it feels familiar to my players and I. Cheers~ [/QUOTE]
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