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Story Hour
The Rise of Felskein [Completed]
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<blockquote data-quote="Iron Sky" data-source="post: 5420025" data-attributes="member: 60965"><p>Hey wolff96, glad that you enjoyed it!</p><p></p><p>I'm actually in the midst of analyzing this and other campaigns I've run that turned out exceptional to determine what made them different from the others I've run that were not (like the 4e game I ran after this).</p><p></p><p>I've come to the conclusion the Quirks and Secrets makes a huge difference even if the players only spend 10 minutes coming up with them. I read somewhere that one of the reasons why D&D games tend to be so combat-intensive is that players are required by the system to spend an hour or more working on the combat-relevant parts of their characters and only a few minutes on non-combat stuff.</p><p></p><p>People want payoff on their investment, so if they've put an hour into their combat mechanics and 5 minutes on their backstory, they'll want combat to justify their investment. If they've spent 30 minutes coming up with quirks, secrets, flaws - in general a past and a personality, even if it's basic, they'll have more interest in the non-combat parts of the game.</p><p></p><p>There was a GURPs scifi game I ran that was one of the best campaigns I've ever run even if didn't like the system, mainly due to the fact that I had a separate character-creation session with each player where we spent <em>hours</em> creating back-story and their character at the same time.</p><p></p><p>Unfortunately, my players were so into the game that we played every other day for two weeks (everyone was on X-mas break) and I burned out hard (unfamiliarity with GURPs didn't help) causing the campaign and the subsequent novel I was writing along with it to die in the middle.</p><p></p><p>I've gone back several times in an attempt to finish said novel, but my years of GMing have robbed me of the ability to just decide what happens in a novel - I'd rather write about the interesting things that came about instead of "forcing" them to happen in my imagination.</p><p></p><p>That said, I'm creating a rules-light RPG that I figure I can also use to write a novel since the character creation is fast and weaving together the character elements has been making characters with established, interesting backgrounds and motivations in a paragraph!</p><p></p><p>If I start another story hour or other writing project, I'll link to it from here.</p></blockquote><p></p>
[QUOTE="Iron Sky, post: 5420025, member: 60965"] Hey wolff96, glad that you enjoyed it! I'm actually in the midst of analyzing this and other campaigns I've run that turned out exceptional to determine what made them different from the others I've run that were not (like the 4e game I ran after this). I've come to the conclusion the Quirks and Secrets makes a huge difference even if the players only spend 10 minutes coming up with them. I read somewhere that one of the reasons why D&D games tend to be so combat-intensive is that players are required by the system to spend an hour or more working on the combat-relevant parts of their characters and only a few minutes on non-combat stuff. People want payoff on their investment, so if they've put an hour into their combat mechanics and 5 minutes on their backstory, they'll want combat to justify their investment. If they've spent 30 minutes coming up with quirks, secrets, flaws - in general a past and a personality, even if it's basic, they'll have more interest in the non-combat parts of the game. There was a GURPs scifi game I ran that was one of the best campaigns I've ever run even if didn't like the system, mainly due to the fact that I had a separate character-creation session with each player where we spent [I]hours[/I] creating back-story and their character at the same time. Unfortunately, my players were so into the game that we played every other day for two weeks (everyone was on X-mas break) and I burned out hard (unfamiliarity with GURPs didn't help) causing the campaign and the subsequent novel I was writing along with it to die in the middle. I've gone back several times in an attempt to finish said novel, but my years of GMing have robbed me of the ability to just decide what happens in a novel - I'd rather write about the interesting things that came about instead of "forcing" them to happen in my imagination. That said, I'm creating a rules-light RPG that I figure I can also use to write a novel since the character creation is fast and weaving together the character elements has been making characters with established, interesting backgrounds and motivations in a paragraph! If I start another story hour or other writing project, I'll link to it from here. [/QUOTE]
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