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A Question Of Agency?
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 8167739"><p>To be clear, this is the portion I am unclear on. Not sure if this helps, but I don't think of my campaigns as being prioritized around one thing. So exploration and discovery are elements of play, but when it comes to sect conflict, I wouldn't say I see that as an act of discovery (it may involve gathering information and individual acts of discovery but it will also discover a great deal of social interaction, planning, combat, etc). All I am doing with these sects is trying to create a vibrant martial world that is active, that the players can interact with, etc. The movie I usually point people to is Killer Clans. This is a bit like the Godfather (in fact it seems to inspired a lot by the Godfather), where you have a powerful sect leader in the martial world whose supremacy is challenged by a rival and being undermined by traitors from within his own organization. If I introduce the players to this martial world, I want them to be able to approach is however they like. They may start in a particular organization with its own agenda, so that will shape things at the start, but like the traitors in the sect leaders group, they are free to change alliances themselves if they want to. They could seek an alliance with the rising challenger in the martial world, try to work with the powerful sect leader to restore his hold on things, or maybe they just go around committing bank heists while everyone else is focused on a power struggle. I don't really care what they do, as long as they do something.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 8167739"] To be clear, this is the portion I am unclear on. Not sure if this helps, but I don't think of my campaigns as being prioritized around one thing. So exploration and discovery are elements of play, but when it comes to sect conflict, I wouldn't say I see that as an act of discovery (it may involve gathering information and individual acts of discovery but it will also discover a great deal of social interaction, planning, combat, etc). All I am doing with these sects is trying to create a vibrant martial world that is active, that the players can interact with, etc. The movie I usually point people to is Killer Clans. This is a bit like the Godfather (in fact it seems to inspired a lot by the Godfather), where you have a powerful sect leader in the martial world whose supremacy is challenged by a rival and being undermined by traitors from within his own organization. If I introduce the players to this martial world, I want them to be able to approach is however they like. They may start in a particular organization with its own agenda, so that will shape things at the start, but like the traitors in the sect leaders group, they are free to change alliances themselves if they want to. They could seek an alliance with the rising challenger in the martial world, try to work with the powerful sect leader to restore his hold on things, or maybe they just go around committing bank heists while everyone else is focused on a power struggle. I don't really care what they do, as long as they do something. [/QUOTE]
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