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<blockquote data-quote="Grendel_Khan" data-source="post: 8446129" data-attributes="member: 7028554"><p>Stonetop, a PbtA fantasy game that Kickstarted a little while ago, but is still in development (and that's really cool, IMO), has an activity that players can do during expeditions called Keeping Company, and asking each other questions is one of the choices.</p><p></p><p>I loved it as a way of capturing that sense of sitting around campfires and being both bored but also maybe bonding through oversharing, etc. But as far as I could tell there was no mechanical component, so no real incentive to do it.</p><p></p><p>In the Shadowrun 5th edition game I'm currently running that's veered into a quest into a fantasy-style plane (long story, not the actual SR setting) I decided to adopt Keeping Company, but turn it into a way for PCs to recover Edge points--SR5's metacurrency or rerolling or adding extra dice to tests--while camping in a dangerous wilderness setting. Normally you get a Edge back for every full night of sleep, but I got all GM pushy and said that a bunch of New Yorkers taking watches and sleeping on bedrolls in monster-filled woods did not constitute a restorative night of sleep. So players could choose to get one Edge back per night if their character told a revealing story (a secret or similar) about themselves before bedding down.</p><p></p><p>It was awkward at first--we're still a very trad group in most ways--but they got into it pretty quickly, and it's helped them flesh out backstories, including inventing formative scenes and details on the spot, but in a confessional way, that (I hope) makes sense in the context of trying relieve stress and regain confidence after harrowing travel encounters. And some have since said it's their favorite house rule, because of the way it opens up the narrative.</p><p></p><p>Anyway, this is an overly long way of agreeing that, without some sort of mechanical teeth, enforced (or even just encouraged) sharing or establishing scenes don't feel as effective.</p></blockquote><p></p>
[QUOTE="Grendel_Khan, post: 8446129, member: 7028554"] Stonetop, a PbtA fantasy game that Kickstarted a little while ago, but is still in development (and that's really cool, IMO), has an activity that players can do during expeditions called Keeping Company, and asking each other questions is one of the choices. I loved it as a way of capturing that sense of sitting around campfires and being both bored but also maybe bonding through oversharing, etc. But as far as I could tell there was no mechanical component, so no real incentive to do it. In the Shadowrun 5th edition game I'm currently running that's veered into a quest into a fantasy-style plane (long story, not the actual SR setting) I decided to adopt Keeping Company, but turn it into a way for PCs to recover Edge points--SR5's metacurrency or rerolling or adding extra dice to tests--while camping in a dangerous wilderness setting. Normally you get a Edge back for every full night of sleep, but I got all GM pushy and said that a bunch of New Yorkers taking watches and sleeping on bedrolls in monster-filled woods did not constitute a restorative night of sleep. So players could choose to get one Edge back per night if their character told a revealing story (a secret or similar) about themselves before bedding down. It was awkward at first--we're still a very trad group in most ways--but they got into it pretty quickly, and it's helped them flesh out backstories, including inventing formative scenes and details on the spot, but in a confessional way, that (I hope) makes sense in the context of trying relieve stress and regain confidence after harrowing travel encounters. And some have since said it's their favorite house rule, because of the way it opens up the narrative. Anyway, this is an overly long way of agreeing that, without some sort of mechanical teeth, enforced (or even just encouraged) sharing or establishing scenes don't feel as effective. [/QUOTE]
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