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Capture and Player Agency
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<blockquote data-quote="Chris633" data-source="post: 7579679" data-attributes="member: 6779018"><p>So this is a fairly mature group of players and I’ve been GMing most of them for over 7yrs. So they know me to be story/narrative focused. I have also prefaced this campaign (with houserules) to make it deadlier and more dangerous than the 5E RAW. Now I am admittedly a little more conscious of this issue because back when I first started GMing (2 current players were with the group then) I captured established PCs more heavy handedly. It visibly made one player (no longer with the group) unhappy and another player gave me a copy of Robin’s Laws a few days later. </p><p></p><p>So with my past experience, the flashback or fade-to-black or backfill or montage suggestions are very appealing. They balance agency with drama. But this same group really handled a pvp situation gracefully and it enhanced the game greatly overall. This was about a year ago. And I am a lot more experienced now. So part of me is flirting with taking a bigger risk. Though I think I am leaning towards having them start in jail but then role play how they got there. Kind of like one of those TV shows that shows you the ending at the start of the episode and then “2 days ago…” flashes across the screen and the rest of the show is about how they got there. They have spend some time building a village (their home) that is going to be destroyed right at the very start of the game. So I like the idea of them having a chance to glimpse the villain, take some actions that could help them later and maybe overhear some things. Hmm.. Now I am even thinking of simply asking. I will open with them in jail. I will then ask if they would like me to simply narrate what happened or would they like to role play how they got there knowing the result. </p><p></p><p>Thank you everyone for your feedback. This has been extremely helpful in guiding my thought process.</p></blockquote><p></p>
[QUOTE="Chris633, post: 7579679, member: 6779018"] So this is a fairly mature group of players and I’ve been GMing most of them for over 7yrs. So they know me to be story/narrative focused. I have also prefaced this campaign (with houserules) to make it deadlier and more dangerous than the 5E RAW. Now I am admittedly a little more conscious of this issue because back when I first started GMing (2 current players were with the group then) I captured established PCs more heavy handedly. It visibly made one player (no longer with the group) unhappy and another player gave me a copy of Robin’s Laws a few days later. So with my past experience, the flashback or fade-to-black or backfill or montage suggestions are very appealing. They balance agency with drama. But this same group really handled a pvp situation gracefully and it enhanced the game greatly overall. This was about a year ago. And I am a lot more experienced now. So part of me is flirting with taking a bigger risk. Though I think I am leaning towards having them start in jail but then role play how they got there. Kind of like one of those TV shows that shows you the ending at the start of the episode and then “2 days ago…” flashes across the screen and the rest of the show is about how they got there. They have spend some time building a village (their home) that is going to be destroyed right at the very start of the game. So I like the idea of them having a chance to glimpse the villain, take some actions that could help them later and maybe overhear some things. Hmm.. Now I am even thinking of simply asking. I will open with them in jail. I will then ask if they would like me to simply narrate what happened or would they like to role play how they got there knowing the result. Thank you everyone for your feedback. This has been extremely helpful in guiding my thought process. [/QUOTE]
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