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<blockquote data-quote="kenada" data-source="post: 8527642" data-attributes="member: 70468"><p>Exploration-driven sandbox. We’ve tried this over a few iterations the last few years. This is the first one to really <em>click</em>, and it’s pretty fun.</p><p></p><p>My creative agenda is the Right to Dream. I have a hex map and a setting. The party defines a goal it is working towards at the end of the session, which helps direct my prep (where I need to make sure things are detailed). Otherwise, they can go and do pretty much whatever they want. The party’s aspiration for this campaign is to loot the fallen capital, though their current distraction is some property that came into their possession recently.</p><p></p><p>To help keep me honest and prevent the campaign from drifting too much into other agendas, I’ve taken stuff from various sources (<em>Apocalypse World</em>, <em>Principia Apocrypha</em>, etc) and cobbled together a set of principles and best practices. The system is a homebrew hybrid of Old-School Essentials and Worlds Without Number.</p><p></p><p>[spoiler="Agenda and Principles"]</p><p><strong>Agenda</strong></p><p>■ Make the world seem real.</p><p>■ Use the campaign as an experiment to answer stakes questions.</p><p>■ Play to find out what happens.</p><p></p><p><strong>Always Say</strong></p><p>■ What the principles demand.</p><p>■ What the rules and your rulings demand.</p><p>■ What your prep demands.</p><p>■ What honesty demands.</p><p></p><p><strong>Principles</strong></p><p>■ Barf forth fantasia.</p><p>■ Portray a living world.</p><p>■ Address yourself to the characters, not the players.</p><p>■ Reveal the situation, don’t bury the lead.</p><p>■ Divest yourself of the characters’ fates.</p><p>■ Name everyone, make them real.</p><p>■ Don’t prep plots, prep situations.</p><p>■ Maintain the integrity of the experiment.</p><p>■ Use the dice to decide, but make sense of the outcome.</p><p></p><p><strong>Best Practices</strong></p><p>■ Rulings over rules.</p><p>■ Ask the characters how they do it.</p><p>■ Let the players’ characters off the rails.</p><p>■ Let the characters manipulate the world.</p><p>■ Let the dice kill characters, but telegraph lethality.</p><p>■ Give the players’ characters layers to peel.</p><p>■ Don’t make the characters seem incompetent at their role in life.</p><p>■ Make combat deadly but avoidable.</p><p>■ Allow clever solutions to work as long as they are plausible.[/spoiler]</p></blockquote><p></p>
[QUOTE="kenada, post: 8527642, member: 70468"] Exploration-driven sandbox. We’ve tried this over a few iterations the last few years. This is the first one to really [I]click[/I], and it’s pretty fun. My creative agenda is the Right to Dream. I have a hex map and a setting. The party defines a goal it is working towards at the end of the session, which helps direct my prep (where I need to make sure things are detailed). Otherwise, they can go and do pretty much whatever they want. The party’s aspiration for this campaign is to loot the fallen capital, though their current distraction is some property that came into their possession recently. To help keep me honest and prevent the campaign from drifting too much into other agendas, I’ve taken stuff from various sources ([I]Apocalypse World[/I], [I]Principia Apocrypha[/I], etc) and cobbled together a set of principles and best practices. The system is a homebrew hybrid of Old-School Essentials and Worlds Without Number. [spoiler="Agenda and Principles"] [B]Agenda[/B] ■ Make the world seem real. ■ Use the campaign as an experiment to answer stakes questions. ■ Play to find out what happens. [B]Always Say[/B] ■ What the principles demand. ■ What the rules and your rulings demand. ■ What your prep demands. ■ What honesty demands. [B]Principles[/B] ■ Barf forth fantasia. ■ Portray a living world. ■ Address yourself to the characters, not the players. ■ Reveal the situation, don’t bury the lead. ■ Divest yourself of the characters’ fates. ■ Name everyone, make them real. ■ Don’t prep plots, prep situations. ■ Maintain the integrity of the experiment. ■ Use the dice to decide, but make sense of the outcome. [B]Best Practices[/B] ■ Rulings over rules. ■ Ask the characters how they do it. ■ Let the players’ characters off the rails. ■ Let the characters manipulate the world. ■ Let the dice kill characters, but telegraph lethality. ■ Give the players’ characters layers to peel. ■ Don’t make the characters seem incompetent at their role in life. ■ Make combat deadly but avoidable. ■ Allow clever solutions to work as long as they are plausible.[/spoiler] [/QUOTE]
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