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Approaches to prep in RPGing - GMs, players, and what play is *about*
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<blockquote data-quote="niklinna" data-source="post: 8976592" data-attributes="member: 71235"><p>This would interest me. I've sometimes had trouble with the scope of choice in character creation (and in choices of action). For example, you can have the very unbounded freedom of, say, Over the Edge, where you have a bit of info about the weird setting and are told you can basically create anything, within reasonable power levels (and even unreasonable power levels, as long as you're ready for the heat). On the other, you have games like Apocalypse World, which give you playbooks with menus to choose basically all your options from, even your character name in some cases. The first can be as bewildering as it is free; the second can feel as restrictive as it is streamlining of that part of things so you can get to the action. More generally, I find that sometimes if I am thiniking of how to respond or act in a situation, and the GM prods me with a suggestion or two, it shuts down whatever nascent trains of thought I had building up, and unless I have a firm idea of what I do and do not want to do, I'll default to one of the suggestions. That's a bit far afield of the OP but it seemed relevant to mention.</p><p></p><p>A middle ground is, for example, playbooks that ask specific but open-ended questions, such as the Ranger in Stonetop with its questions about "What dark threat do you see in the region?" and followons, plus the inter-character questions. I wonder what general sorts of guidelines can be discerned regarding these various approaches: What aspects of they are applied to, what is left implicit, and so on.</p><p></p><p>I'll add that playbooks with menus of options that also include blanks I can fill in are my favorite. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> It makes explicit that each menu is a list of <em>suggestions</em> and not a Hobson's choice.</p></blockquote><p></p>
[QUOTE="niklinna, post: 8976592, member: 71235"] This would interest me. I've sometimes had trouble with the scope of choice in character creation (and in choices of action). For example, you can have the very unbounded freedom of, say, Over the Edge, where you have a bit of info about the weird setting and are told you can basically create anything, within reasonable power levels (and even unreasonable power levels, as long as you're ready for the heat). On the other, you have games like Apocalypse World, which give you playbooks with menus to choose basically all your options from, even your character name in some cases. The first can be as bewildering as it is free; the second can feel as restrictive as it is streamlining of that part of things so you can get to the action. More generally, I find that sometimes if I am thiniking of how to respond or act in a situation, and the GM prods me with a suggestion or two, it shuts down whatever nascent trains of thought I had building up, and unless I have a firm idea of what I do and do not want to do, I'll default to one of the suggestions. That's a bit far afield of the OP but it seemed relevant to mention. A middle ground is, for example, playbooks that ask specific but open-ended questions, such as the Ranger in Stonetop with its questions about "What dark threat do you see in the region?" and followons, plus the inter-character questions. I wonder what general sorts of guidelines can be discerned regarding these various approaches: What aspects of they are applied to, what is left implicit, and so on. I'll add that playbooks with menus of options that also include blanks I can fill in are my favorite. :) It makes explicit that each menu is a list of [I]suggestions[/I] and not a Hobson's choice. [/QUOTE]
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