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D&D "influencers" need to actively acknowledge other games.
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<blockquote data-quote="Staffan" data-source="post: 9336383" data-attributes="member: 907"><p>At least in Dresden Files, before you create characters you create the setting. I mean, it's assumed you're playing in the Dresden Files setting which establishes the large-scale stuff, but it's also assumed you're not playing in Chicago so you need to decide on the local stuff. You start by determining overall themes and threats, and then move on to deciding who the main movers and shakers are, and further on to coming up with specific locations of interest that may or may not be tied to the previous choices (some probably should be). In addition, you come up with a Face for each theme/threat and location – an NPC representing that thing. They may or may not be the bosses or proprietors of said locations – for example, if a bar is supposed to be where supernatural things get negotiated, you might have a fixer-type who uses it as an unofficial office as the bar's Face, rather than the bartender or owner.</p><p></p><p>There are two strong points with this method. One is that since the players are the ones who come up with this stuff, they will likely know it. Maybe not every player will keep track of everything, but it's much easier to remember things you co-created than something you read or had told to you. The other is that since these things are player-created, at least one player will <strong>care</strong> about that thing. When the GM invents a thing, there's no guarantee that any of the players will care, but when a player does that player will definitely care.</p></blockquote><p></p>
[QUOTE="Staffan, post: 9336383, member: 907"] At least in Dresden Files, before you create characters you create the setting. I mean, it's assumed you're playing in the Dresden Files setting which establishes the large-scale stuff, but it's also assumed you're not playing in Chicago so you need to decide on the local stuff. You start by determining overall themes and threats, and then move on to deciding who the main movers and shakers are, and further on to coming up with specific locations of interest that may or may not be tied to the previous choices (some probably should be). In addition, you come up with a Face for each theme/threat and location – an NPC representing that thing. They may or may not be the bosses or proprietors of said locations – for example, if a bar is supposed to be where supernatural things get negotiated, you might have a fixer-type who uses it as an unofficial office as the bar's Face, rather than the bartender or owner. There are two strong points with this method. One is that since the players are the ones who come up with this stuff, they will likely know it. Maybe not every player will keep track of everything, but it's much easier to remember things you co-created than something you read or had told to you. The other is that since these things are player-created, at least one player will [B]care[/B] about that thing. When the GM invents a thing, there's no guarantee that any of the players will care, but when a player does that player will definitely care. [/QUOTE]
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Community
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D&D "influencers" need to actively acknowledge other games.
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