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<blockquote data-quote="pemerton" data-source="post: 8146497" data-attributes="member: 42582"><p><strong>Reconciling PC goals with party play</strong></p><p>There are many techniques, formal and informal, to handle this.</p><p></p><p>D&D traditionally doesn't have any - hence the problem (to paraphrase Ron Edwards) of the player turning up ready-to-go, one with a paladin and the other with an assassin. But D&D is not the only tech out there.</p><p></p><p>This can be player-side: DW handles this formally via Bonds, In Burning Wheel it can be handled informally via Beliefs; Fate Core uses this sort of thing as part of the PC building process.</p><p></p><p>It can also be handled GM-side: use the resources you have to hand, given genre and setting and the like, to establish fictional situations that speak to the various PCs. This is how I ran 4e D&D and what I do in Traveller. 4e D&D has the tech to formalise it - player-authored Quests - but I know from experience it works perfectly fine if you do it informally instead.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8146497, member: 42582"] [B]Reconciling PC goals with party play[/B] There are many techniques, formal and informal, to handle this. D&D traditionally doesn't have any - hence the problem (to paraphrase Ron Edwards) of the player turning up ready-to-go, one with a paladin and the other with an assassin. But D&D is not the only tech out there. This can be player-side: DW handles this formally via Bonds, In Burning Wheel it can be handled informally via Beliefs; Fate Core uses this sort of thing as part of the PC building process. It can also be handled GM-side: use the resources you have to hand, given genre and setting and the like, to establish fictional situations that speak to the various PCs. This is how I ran 4e D&D and what I do in Traveller. 4e D&D has the tech to formalise it - player-authored Quests - but I know from experience it works perfectly fine if you do it informally instead. [/QUOTE]
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