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A Question Of Agency?
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<blockquote data-quote="robconley" data-source="post: 8165129" data-attributes="member: 5636"><p>I try not to guess at what people find interesting or not, what they find meaningful. Instead I start with a setting, ask what the player what they find interesting about it or just a common what they want to do. Give a couple of possibilities and once they settled on a choice proceed with character creation, outlining the initial situation, and detailing the locales.</p><p>Not unlike a tour guide asking their group what kind of places they would like to visit then working with to plan out the initial itinerary. Then adjusting that itinerary through the trip until they come home. </p><p></p><p>But unlike a real world trip the virtue of using pen, paper, dice, and imagination, the direction of the campaign can radically be altered if it turns out to be something uninteresting.</p><p></p><p>But all of this is tempered with the fact that choices have consequences. That at the end of the day, the wrong choice will leave to undesired or negative consequences. That chance is part of the equation. My job as referee in regard to this aspect is to ensure the players have and understand all the information their character's would have. If a series of bad choices leads to not getting to the lost brother in time. Then that how it plays out. In my experience it is rare that a single choice result in a consequence of that magnitude. Usually a result many bad choices along the way.</p></blockquote><p></p>
[QUOTE="robconley, post: 8165129, member: 5636"] I try not to guess at what people find interesting or not, what they find meaningful. Instead I start with a setting, ask what the player what they find interesting about it or just a common what they want to do. Give a couple of possibilities and once they settled on a choice proceed with character creation, outlining the initial situation, and detailing the locales. Not unlike a tour guide asking their group what kind of places they would like to visit then working with to plan out the initial itinerary. Then adjusting that itinerary through the trip until they come home. But unlike a real world trip the virtue of using pen, paper, dice, and imagination, the direction of the campaign can radically be altered if it turns out to be something uninteresting. But all of this is tempered with the fact that choices have consequences. That at the end of the day, the wrong choice will leave to undesired or negative consequences. That chance is part of the equation. My job as referee in regard to this aspect is to ensure the players have and understand all the information their character's would have. If a series of bad choices leads to not getting to the lost brother in time. Then that how it plays out. In my experience it is rare that a single choice result in a consequence of that magnitude. Usually a result many bad choices along the way. [/QUOTE]
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