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Advice for new "story now" GMs
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9050950" data-attributes="member: 82106"><p>I think Doskvol is MOSTLY backdrop, and a source of tone and helps establish the specific genre of the game. However, it has 2 major parts to it. One is the physical setting, the city itself and the general environs, the death lands, the lightning rail, etc. The other part though is the social structure of gangs and crews, social stratification and exploitation, etc. that drives the characters. So a LOT of character motive drops in from the setting, but far from all of it. The city is fairly well detailed, but not down to the level of the layouts of buildings or even the nature of most of them, nor things like what lies beneath the city, or outside it. There are a pretty decent roster of NPCs, but they only represent a few of the more influential ones (most of the major gangs have one or two named figures in them, etc.). </p><p></p><p>So, maybe starting off things might typically be driven for the first couple of sessions mostly by an interaction between what the players feel like doing and what's presented in the setting, mixed with GM introductions and some random stuff. Over time things are more likely to get pretty focused on stuff the PCs are into, and dealing with the fallout from whatever they did before, as it interacts with what they've come up with to do next. At least in our game a lot of it was sort of 'outrunning chaos', we'd make a bunch of tier one enemies and then move on to tier two and kind of leave those in our dust, along with situations best not thought about too much. </p><p></p><p>But then whatever you are about to collide with is probably also something that was at least mentioned in the setting. Like we eventually got to tangle indirectly with the Governor of Doskvol and the City Council more directly. They're kind of big wheels that ignore you at first.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9050950, member: 82106"] I think Doskvol is MOSTLY backdrop, and a source of tone and helps establish the specific genre of the game. However, it has 2 major parts to it. One is the physical setting, the city itself and the general environs, the death lands, the lightning rail, etc. The other part though is the social structure of gangs and crews, social stratification and exploitation, etc. that drives the characters. So a LOT of character motive drops in from the setting, but far from all of it. The city is fairly well detailed, but not down to the level of the layouts of buildings or even the nature of most of them, nor things like what lies beneath the city, or outside it. There are a pretty decent roster of NPCs, but they only represent a few of the more influential ones (most of the major gangs have one or two named figures in them, etc.). So, maybe starting off things might typically be driven for the first couple of sessions mostly by an interaction between what the players feel like doing and what's presented in the setting, mixed with GM introductions and some random stuff. Over time things are more likely to get pretty focused on stuff the PCs are into, and dealing with the fallout from whatever they did before, as it interacts with what they've come up with to do next. At least in our game a lot of it was sort of 'outrunning chaos', we'd make a bunch of tier one enemies and then move on to tier two and kind of leave those in our dust, along with situations best not thought about too much. But then whatever you are about to collide with is probably also something that was at least mentioned in the setting. Like we eventually got to tangle indirectly with the Governor of Doskvol and the City Council more directly. They're kind of big wheels that ignore you at first. [/QUOTE]
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