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Approaches to prep in RPGing - GMs, players, and what play is *about*
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<blockquote data-quote="HaroldTheHobbit" data-source="post: 8975538" data-attributes="member: 7031679"><p>Given that we only play traditional type games, we've fallen into a pre-campaign rut that work well for us no matter the game and genre:</p><p></p><p>I present a campaign concept with wide frames for play style, setting, plot and theme. There's room for dialogue and adaption, but usually my players just buy it.</p><p></p><p>I present a bit more details on the setting where the game starts, as a foundation for making characters.</p><p></p><p>The players present their characters that inevitably will have detailed backgrounds, lots of hooks and implicit possible paths for evolving the character during the campaign. I no longer try to run campaigns that ain't very character focused. Or rather, I sometimes try, for example to test a new system out, but I will inevitably fail.</p><p></p><p>We start playing, I riff heavily on the characters actions, weaving in char backgrounds etc, while trying to keep original framing, theme and (ever-evolving) plot in sight and in front of the campaign ship.</p><p></p><p>So, as to the OP, characters are always the source of the situation. My job as GM - and a big party of my fun - is to constantly improvise and be creative to keep the frames for possible situations in line with the broad goals for the overall direction of the campaign.</p><p></p><p>For me and my table, heavily character driven play while still having some directions and framing in the sandbox is what works best for us.</p><p></p><p>And that's how I guess many of us older gamers play these days.</p></blockquote><p></p>
[QUOTE="HaroldTheHobbit, post: 8975538, member: 7031679"] Given that we only play traditional type games, we've fallen into a pre-campaign rut that work well for us no matter the game and genre: I present a campaign concept with wide frames for play style, setting, plot and theme. There's room for dialogue and adaption, but usually my players just buy it. I present a bit more details on the setting where the game starts, as a foundation for making characters. The players present their characters that inevitably will have detailed backgrounds, lots of hooks and implicit possible paths for evolving the character during the campaign. I no longer try to run campaigns that ain't very character focused. Or rather, I sometimes try, for example to test a new system out, but I will inevitably fail. We start playing, I riff heavily on the characters actions, weaving in char backgrounds etc, while trying to keep original framing, theme and (ever-evolving) plot in sight and in front of the campaign ship. So, as to the OP, characters are always the source of the situation. My job as GM - and a big party of my fun - is to constantly improvise and be creative to keep the frames for possible situations in line with the broad goals for the overall direction of the campaign. For me and my table, heavily character driven play while still having some directions and framing in the sandbox is what works best for us. And that's how I guess many of us older gamers play these days. [/QUOTE]
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Approaches to prep in RPGing - GMs, players, and what play is *about*
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