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Pemertonian Scene Framing and 4e DMing Restarted
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<blockquote data-quote="Nemesis Destiny" data-source="post: 6092569" data-attributes="member: 98255"><p>I have to say that this advice matches my experience well; giving players a couple guidelines to build around generally helps with being able to set the scenes around them, and lends them a sense of party cohesion that you don't get when they just build in a vacuum.</p><p></p><p>Two recent examples from my experience:</p><p></p><p>My last (non-current) game was based around a viking-type culture and I'd requested everyone build something appropriate. I gave them a rundown on the culture, the area, brief history, etc. They all really jumped on that, to my surprise. I also arranged a simple (norse-type) rune reading for each of their characters. I drew each character 3 runes; the first was a strength (bonus to a stat), the second was a gift (bonus to a skill), the third was their wyrd or fate (granted ability, roughly feat equivalent or minor class feature). The results were pretty good, though if I had to do it over again, I would probably tone down the potency of the boons.</p><p></p><p>My second example comes from being a player in my wife's game. A while back, she had us all create characters with common background. We all had to (1) hail from the same small town, (2) be friends with a particular NPC, and (3) be young, between the ages of 14 and 18. Everyone built a really interesting and flavourful character, and they all bonded really, really well. That game has been one of our group's best for roleplaying and immersion. Part of it came from the fact that we really had to think about why and how our characters came to be adventurers at such ripe young ages, and what circumstances surrounded their path to those abilities.</p></blockquote><p></p>
[QUOTE="Nemesis Destiny, post: 6092569, member: 98255"] I have to say that this advice matches my experience well; giving players a couple guidelines to build around generally helps with being able to set the scenes around them, and lends them a sense of party cohesion that you don't get when they just build in a vacuum. Two recent examples from my experience: My last (non-current) game was based around a viking-type culture and I'd requested everyone build something appropriate. I gave them a rundown on the culture, the area, brief history, etc. They all really jumped on that, to my surprise. I also arranged a simple (norse-type) rune reading for each of their characters. I drew each character 3 runes; the first was a strength (bonus to a stat), the second was a gift (bonus to a skill), the third was their wyrd or fate (granted ability, roughly feat equivalent or minor class feature). The results were pretty good, though if I had to do it over again, I would probably tone down the potency of the boons. My second example comes from being a player in my wife's game. A while back, she had us all create characters with common background. We all had to (1) hail from the same small town, (2) be friends with a particular NPC, and (3) be young, between the ages of 14 and 18. Everyone built a really interesting and flavourful character, and they all bonded really, really well. That game has been one of our group's best for roleplaying and immersion. Part of it came from the fact that we really had to think about why and how our characters came to be adventurers at such ripe young ages, and what circumstances surrounded their path to those abilities. [/QUOTE]
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