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General Tabletop Discussion
Character Builds & Optimization
Avoiding obsession with detail, or How to Build a Campaign?
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<blockquote data-quote="Mallus" data-source="post: 317319" data-attributes="member: 3887"><p><strong>Obsess about the right things...</strong></p><p></p><p>Boy can I empathize when it comes to obsessing over the details of a plot that hasn't even begun to unfold. It's damn near the worst thing you can do. </p><p></p><p>People are giving good advice here. Set up your major conflicts, work on the personaliities of the major and minor-- players in the world. Don't think about the outcomes, they'll play out as the game progresses. And you're players will love you for making a world that changes as they act. That's far better than having a set 'script'.</p><p></p><p>And obsessiveness is great... when it comes to the physcial details. If your the obsessive type, give every nation its own flag, its own cuisine, make up some new species of tree and be able to describe them. Create concrete, vivid details and apply them to the objects and persons in the world. And spread them out. This is a case where spreading yourself thin works best. Inundating the players with the 217 breakfast rituals of the Church of Gob will bore/enrage them. But as a singular detail, the Church w/the 8 hour breakfast, that's fine. Would make a fine encounter... </p><p></p><p>"Please, Master, raise our fallen comrade so he duel the Dark Duke". "</p><p></p><p>"Of course, my child. Now bow the East 9 times and pass the jelly."</p><p></p><p>Give players something simple to grab hold off --what writing teachers call 'giving a character a limp'-- and then expand from there. You have a myriad of things to give name to.</p><p></p><p>Obsessiveness rocks... when its done right.</p></blockquote><p></p>
[QUOTE="Mallus, post: 317319, member: 3887"] [b]Obsess about the right things...[/b] Boy can I empathize when it comes to obsessing over the details of a plot that hasn't even begun to unfold. It's damn near the worst thing you can do. People are giving good advice here. Set up your major conflicts, work on the personaliities of the major and minor-- players in the world. Don't think about the outcomes, they'll play out as the game progresses. And you're players will love you for making a world that changes as they act. That's far better than having a set 'script'. And obsessiveness is great... when it comes to the physcial details. If your the obsessive type, give every nation its own flag, its own cuisine, make up some new species of tree and be able to describe them. Create concrete, vivid details and apply them to the objects and persons in the world. And spread them out. This is a case where spreading yourself thin works best. Inundating the players with the 217 breakfast rituals of the Church of Gob will bore/enrage them. But as a singular detail, the Church w/the 8 hour breakfast, that's fine. Would make a fine encounter... "Please, Master, raise our fallen comrade so he duel the Dark Duke". " "Of course, my child. Now bow the East 9 times and pass the jelly." Give players something simple to grab hold off --what writing teachers call 'giving a character a limp'-- and then expand from there. You have a myriad of things to give name to. Obsessiveness rocks... when its done right. [/QUOTE]
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