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General Tabletop Discussion
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Beginning a new campaign advice - foreshadowing and railroading
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<blockquote data-quote="Gimby" data-source="post: 8751916" data-attributes="member: 49875"><p>Yes - this is really what I was after with the setup for running the game the first time. I've been playing a few short games over the last year and having a (relatively) relaxed get-to-know-you session first to rough out character relationships and setting assumptions in play has been enjoyable each time. I've tried to do this in session zeros before but doing it out of character is often not as satisfying. I've found it important for short games as you don't really have a lot of time to work through this in the same way as you would in a long running campaign.</p><p></p><p></p><p></p><p>For what it's worth the first run of this campaign didn't have the ship getting wrecked - the presence of the HMS <em>Zephyr </em>and her guns (she was based off the HMS <em>Beagle</em>) acted as a sort of "wandering dragon" keeping the players on their toes when near the coast. Recapture of the ship also was the most obvious of the routes back off the island. Having it wrecked or damaged would certainly be another option. </p><p></p><p></p><p>I haven't, no, but I'll look it up, thank you</p><p></p><p></p><p></p><p>Quite possibly - though this is intended to be quite a short and simple game - the last run was over in ten sessions and I'd like to focus more on the island than the dynamics of the mutineers. It's an interesting thought though, thank you</p></blockquote><p></p>
[QUOTE="Gimby, post: 8751916, member: 49875"] Yes - this is really what I was after with the setup for running the game the first time. I've been playing a few short games over the last year and having a (relatively) relaxed get-to-know-you session first to rough out character relationships and setting assumptions in play has been enjoyable each time. I've tried to do this in session zeros before but doing it out of character is often not as satisfying. I've found it important for short games as you don't really have a lot of time to work through this in the same way as you would in a long running campaign. For what it's worth the first run of this campaign didn't have the ship getting wrecked - the presence of the HMS [I]Zephyr [/I]and her guns (she was based off the HMS [I]Beagle[/I]) acted as a sort of "wandering dragon" keeping the players on their toes when near the coast. Recapture of the ship also was the most obvious of the routes back off the island. Having it wrecked or damaged would certainly be another option. I haven't, no, but I'll look it up, thank you Quite possibly - though this is intended to be quite a short and simple game - the last run was over in ten sessions and I'd like to focus more on the island than the dynamics of the mutineers. It's an interesting thought though, thank you [/QUOTE]
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Beginning a new campaign advice - foreshadowing and railroading
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