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Character-driven or Reactive?
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<blockquote data-quote="Herpes Cineplex" data-source="post: 1449164" data-attributes="member: 16936"><p>I disagree. Mostly because at the start of most games I've been in, any <em>player</em> who isn't completely familiar and extremely comfortable with the setting tends to take a more reactive approach until they get a good feel for what's going on, but also because a good dose of well-handled steering at the start of a game can pay off in a huge way. It'll set the tone for the rest of the game, and it'll be the seed event that will get my character's personal goals and all the personal goals of other characters into some kind of rough accord.</p><p></p><p>In fact, I've seen it work so well that I've started to genuinely dislike GMs who just plunk the characters down in the gameworld and look expectantly at them while saying something like "So...uh...what are you guys going to do?" Those GMs are wasting a unique opportunity.</p><p></p><p>If we just started a game, <em>GIVE ME SOMETHING TO DO</em>. This may be your last chance to start a session without having to worry about where my character was or what he was doing, so put it to good use! Chuck me into the deep end and get me involved in a plot that will carry me through the next few sessions. Give me NPCs to meet, and NPCs my character has known for a while already. Give me a nemesis. Give me an ally. Give me a cool place to hang out.</p><p></p><p>Just give me <em>something</em>. Don't give me a paragraph of setting and background information and then ask me what I'm doing with it. Point me towards the good stuff right off the bat. Set me on a course that you're prepared to run with...no, a course that you're <em>thrilled</em> to get a chance to run with. Get me involved in the setting right away, so I can start getting familiar with it.</p><p></p><p>And then, when I'm comfortable with the setting and my character, I'll start pushing his personal agenda, and I'll likely be pushing the personal agendas of the other characters, too. It'll happen at the exact moment when I'm really starting to get invested in the game, and at that point you've got me completely hooked. </p><p></p><p>--</p><p>it just seems lazy for a gm to not have something already in mind for the characters</p></blockquote><p></p>
[QUOTE="Herpes Cineplex, post: 1449164, member: 16936"] I disagree. Mostly because at the start of most games I've been in, any [i]player[/i] who isn't completely familiar and extremely comfortable with the setting tends to take a more reactive approach until they get a good feel for what's going on, but also because a good dose of well-handled steering at the start of a game can pay off in a huge way. It'll set the tone for the rest of the game, and it'll be the seed event that will get my character's personal goals and all the personal goals of other characters into some kind of rough accord. In fact, I've seen it work so well that I've started to genuinely dislike GMs who just plunk the characters down in the gameworld and look expectantly at them while saying something like "So...uh...what are you guys going to do?" Those GMs are wasting a unique opportunity. If we just started a game, [i]GIVE ME SOMETHING TO DO[/i]. This may be your last chance to start a session without having to worry about where my character was or what he was doing, so put it to good use! Chuck me into the deep end and get me involved in a plot that will carry me through the next few sessions. Give me NPCs to meet, and NPCs my character has known for a while already. Give me a nemesis. Give me an ally. Give me a cool place to hang out. Just give me [i]something[/i]. Don't give me a paragraph of setting and background information and then ask me what I'm doing with it. Point me towards the good stuff right off the bat. Set me on a course that you're prepared to run with...no, a course that you're [i]thrilled[/i] to get a chance to run with. Get me involved in the setting right away, so I can start getting familiar with it. And then, when I'm comfortable with the setting and my character, I'll start pushing his personal agenda, and I'll likely be pushing the personal agendas of the other characters, too. It'll happen at the exact moment when I'm really starting to get invested in the game, and at that point you've got me completely hooked. -- it just seems lazy for a gm to not have something already in mind for the characters [/QUOTE]
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