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<blockquote data-quote="hawkeyefan" data-source="post: 9469060" data-attributes="member: 6785785"><p>Honestly, the idea of it is more daunting than the reality. Especially the more you do it… you get more comfortable with it, and so do the players. </p><p></p><p></p><p></p><p>Two things on this. </p><p></p><p>First, the way the game’s played isn’t hidden from the players. They’re aware and actively involved. One of the principles of play in Stonetop (which as [USER=42582]@pemerton[/USER] cited, is derived from Apocalyose World via Dungeon World) is “ask questions and build on the answers”. So throughout play, I’m constantly asking the players for input, and then using that input. </p><p></p><p>Second, in between sessions, I still give a lot of thought to play. I think about what I think would be an interesting idea. I think about the characters Instincts and goals. I may even do a little prep… I keep track of active threats and their progress. If I know what the next session will involve, I may jot down some thoughts or NPCs or similar ideas. But I don’t treat any of these ideas as being set in stone. Nothing’s set until it’s introduced in play. Until then, I hold onto my ideas loosely, so I can change them if some better idea presents itself. </p><p></p><p>It’s a shift in how things are done, but overall it’s not any easier or harder than the traditional method. I fond it challenging at times, but also rewarding. And given how involved the players are, it’s just a very fun and engaging way to play for the whole group, so it’s totally worth it.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9469060, member: 6785785"] Honestly, the idea of it is more daunting than the reality. Especially the more you do it… you get more comfortable with it, and so do the players. Two things on this. First, the way the game’s played isn’t hidden from the players. They’re aware and actively involved. One of the principles of play in Stonetop (which as [USER=42582]@pemerton[/USER] cited, is derived from Apocalyose World via Dungeon World) is “ask questions and build on the answers”. So throughout play, I’m constantly asking the players for input, and then using that input. Second, in between sessions, I still give a lot of thought to play. I think about what I think would be an interesting idea. I think about the characters Instincts and goals. I may even do a little prep… I keep track of active threats and their progress. If I know what the next session will involve, I may jot down some thoughts or NPCs or similar ideas. But I don’t treat any of these ideas as being set in stone. Nothing’s set until it’s introduced in play. Until then, I hold onto my ideas loosely, so I can change them if some better idea presents itself. It’s a shift in how things are done, but overall it’s not any easier or harder than the traditional method. I fond it challenging at times, but also rewarding. And given how involved the players are, it’s just a very fun and engaging way to play for the whole group, so it’s totally worth it. [/QUOTE]
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