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How to Better Cultivate My Crop of Inexperienced Players.
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<blockquote data-quote="Ruin Explorer" data-source="post: 9314054" data-attributes="member: 18"><p>I think you can significantly increase investment by picking the right rules-set.</p><p></p><p>Some games just don't promote people being invested in driving the story. They don't prevent it - if people are, they can - but they don't promote it. On the flip side, some games are so into the players driving the story that the scare the hell out of players who aren't already into that, and just leave them confused and upset.</p><p></p><p>So you want a middle ground. You want a rules set which lets the players influence the story more, but which doesn't demand that they drive the story. A good example of this for me would be Spire. But any game where the characters have some rules-based ability to change the story, to influence the story - not just to roll to persuade a guy or whatever - but specifically to assert fiction.</p><p></p><p>Does that make any sense?</p><p></p><p>D&D, including 5E, is not good for this. The only fiction that D&D really lets players assert is via certain spells. That's never going to encourage people to get more involved.</p><p></p><p>So I think if you really want to increase involvement levels, you need to find a game where asserting fiction is more part of it, but also not a game where you're demanding direction from the players (which rules out a lot of PtbA and FitD games).</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9314054, member: 18"] I think you can significantly increase investment by picking the right rules-set. Some games just don't promote people being invested in driving the story. They don't prevent it - if people are, they can - but they don't promote it. On the flip side, some games are so into the players driving the story that the scare the hell out of players who aren't already into that, and just leave them confused and upset. So you want a middle ground. You want a rules set which lets the players influence the story more, but which doesn't demand that they drive the story. A good example of this for me would be Spire. But any game where the characters have some rules-based ability to change the story, to influence the story - not just to roll to persuade a guy or whatever - but specifically to assert fiction. Does that make any sense? D&D, including 5E, is not good for this. The only fiction that D&D really lets players assert is via certain spells. That's never going to encourage people to get more involved. So I think if you really want to increase involvement levels, you need to find a game where asserting fiction is more part of it, but also not a game where you're demanding direction from the players (which rules out a lot of PtbA and FitD games). [/QUOTE]
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