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Creating a retro-futuristic, swashbuckling Space Opera
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<blockquote data-quote="kenada" data-source="post: 8398743" data-attributes="member: 70468"><p>SWN has the traditional GM-player relationship where the GM is responsible for putting together adventures. In contrast, the GM in Scum and Villainy shouldn’t be doing that kind of prep (or much prep at all). That’s not to say one can’t run SWN like a Story Now game, but it doesn’t come with the principles or mechanics out of the box.</p><p></p><p></p><p>I can agree with that. WWN appears focused on adventure-driven sandbox play, and SWN seems to be the same way.</p><p></p><p></p><p>I think the only major mechanical change from BitD is the inclusion of gambits.</p><p></p><p></p><p>The recommended flow is to ask the players what they want to do for next session and then use the adventure creation tools to prep for it (starting from the goal and working back from it). It’s pretty similar to WWN (minus the need to prep dungeon maps and stuff like that).</p></blockquote><p></p>
[QUOTE="kenada, post: 8398743, member: 70468"] SWN has the traditional GM-player relationship where the GM is responsible for putting together adventures. In contrast, the GM in Scum and Villainy shouldn’t be doing that kind of prep (or much prep at all). That’s not to say one can’t run SWN like a Story Now game, but it doesn’t come with the principles or mechanics out of the box. I can agree with that. WWN appears focused on adventure-driven sandbox play, and SWN seems to be the same way. I think the only major mechanical change from BitD is the inclusion of gambits. The recommended flow is to ask the players what they want to do for next session and then use the adventure creation tools to prep for it (starting from the goal and working back from it). It’s pretty similar to WWN (minus the need to prep dungeon maps and stuff like that). [/QUOTE]
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