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Core requirements of a good party-based fantasy RPG
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<blockquote data-quote="Jd Smith1" data-source="post: 8055802" data-attributes="member: 6998052"><p>I have a weekly fTf game, and the core of my group has been with me for 15+ years.</p><p></p><p><strong>In General</strong></p><p>I would say the answer for my players would be based on the their motivation of four basic principles: spite, greed, petty-mindedness, and irrational affections for inconsequential NPCs. </p><p></p><p>They like detailed combat systems which play quickly and offer opportunities for friendly fire, which translate into points of contention that will last through two or three following campaigns. </p><p></p><p>They appreciate mechanics which take into account the mental and emotional benefits derived from frequenting young ladies of negotiable affection in a setting devoid of STDs. </p><p></p><p>But most of all, they enjoy a sandbox setting in which they can follow an obvious plotline without the slightest trace of irony.</p><p></p><p><strong>In Specific</strong></p><p>1) The players write their own stories, and generally the only plot device they are interested in is 'we won, they died, we got X amount of loot, and Joe's PC shot me in the last firefight and I will not forget that for years to come.'</p><p></p><p><strong>2) </strong>Detailed damage mechanics, a clear social order so they know who they can dump on with impunity, and a reliable exchange rate for precious metal dental work pretty much covers the Aesthetics.</p><p></p><p><strong>3)</strong> They tend to be more focused on equipment than class abilities. I believe this to be based upon the fact that every class gets the same abilities, whereas titanium-cored AP rounds are not common.</p><p></p><p><strong>4) </strong>They make their own choices, nerfing their own characters and piling on biases, enmities, and the like. For example, one PC in my current campaign will not do lethal damage to any female whose physical beauty is above a certain level. No matter what. Ever. </p><p></p><p><strong>5)</strong> I generally struggle to get people to shut up for one freakin' second. </p><p></p><p><strong>6)</strong> Teamwork is created by the GM by managing NPC tactics well, and not being afraid of PCs dying (and banning all raise dead abilities no matter what the setting). Raise the bar, and they will learn to work together or die.</p></blockquote><p></p>
[QUOTE="Jd Smith1, post: 8055802, member: 6998052"] I have a weekly fTf game, and the core of my group has been with me for 15+ years. [B]In General[/B] I would say the answer for my players would be based on the their motivation of four basic principles: spite, greed, petty-mindedness, and irrational affections for inconsequential NPCs. They like detailed combat systems which play quickly and offer opportunities for friendly fire, which translate into points of contention that will last through two or three following campaigns. They appreciate mechanics which take into account the mental and emotional benefits derived from frequenting young ladies of negotiable affection in a setting devoid of STDs. But most of all, they enjoy a sandbox setting in which they can follow an obvious plotline without the slightest trace of irony. [B]In Specific[/B] 1) The players write their own stories, and generally the only plot device they are interested in is 'we won, they died, we got X amount of loot, and Joe's PC shot me in the last firefight and I will not forget that for years to come.' [B]2) [/B]Detailed damage mechanics, a clear social order so they know who they can dump on with impunity, and a reliable exchange rate for precious metal dental work pretty much covers the Aesthetics. [B]3)[/B] They tend to be more focused on equipment than class abilities. I believe this to be based upon the fact that every class gets the same abilities, whereas titanium-cored AP rounds are not common. [B]4) [/B]They make their own choices, nerfing their own characters and piling on biases, enmities, and the like. For example, one PC in my current campaign will not do lethal damage to any female whose physical beauty is above a certain level. No matter what. Ever. [B]5)[/B] I generally struggle to get people to shut up for one freakin' second. [B]6)[/B] Teamwork is created by the GM by managing NPC tactics well, and not being afraid of PCs dying (and banning all raise dead abilities no matter what the setting). Raise the bar, and they will learn to work together or die. [/QUOTE]
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