1QD
Game Creator Extraordinaire
My first post in this community came off as spam. It was communicated to me that people were less interested in hearing about my advertising....er uh...game, and that I should contribute more to the community. I however am mostly a hermit. Online communities are new ground for me, and I have stumbled several times during this process.People have asked you, in more than one thread, to say a bit about your system. And you seem very hesitant to do so. I think if you want people to be eager to try your system, you need to tell them something about it.
For instance, how does the framing of scenes/establishing of situations work in your system?
As a result I tried to change gears, instead of lowkey advertising, I shifted to reviewing responses, some as legit interest and others based on interest of how the community feels about new directions I have made within my own system.
To answer you question I would say as follows. I often have players write a small background about their character, learn a bit about what they envision. My world has a decently long history and therefor i can tie things together with certain Proffs, races etc.
I am an adlib GM. I have a concept of what I wish to do within a campaign and align encounters and story around that. I have been doing so for decades so it comes naturally for me.
That said, the first few games are just to help my players get a feel for who they are. Often I will wait til lvl 5 before starting many plotlines unless I have a specific plotline in mind. By Lvl 5 most of my players have a solid idea of who they are, what gimmicks they have etc.
Often events are introduced as a method to develop story. I understand that some players would take their own character and story and make it everything. I have encountered few players like this myself. Instead, you choose your proff, and your race and your skills and off you go down the story. Personal elements will come into play, but they are usually not the sole focus of game play.
Take the war of the Dark Queen for example. She declares war on the elves, because they have power that rivals her own. She subjugates or conquers all around her, and her war spreads across the land. That is my campaign concept. Now the characters might start off hearing rumours, then word of attacks incoming, then next thing you know the characters may become actively involved in the war effort, or sneaking around to avoid it.
In most ways I am completely flexible, am not tied down to one outcome and usually am able to create situations that act as either cues, or serve to direct players in a general direction. Where some games determine a set number of encounters, with a set number of events, I treat the events as a guideline, operating mostly on what works for both the players and the story.
This is why characters are free to be powerful, rich etc. and instead of nerfing them, they are encouraged to feel a sense of growth. When done properly, the story develops organically and is rewarding.