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<blockquote data-quote="Speaks With Stone" data-source="post: 2312789" data-attributes="member: 375"><p>According to the Robin Laws Book, I am a storyteller gamer. That being said, I only want so much plot, but it has to be there.</p><p></p><p>My way of thinking is that fighting for no reason is completely uninteresting. I want to fight for a good reason. But notice the emphasis is on fighting and conflict. I don't want to spend my time negotiating trade deals, resolving love triangles, or picking up someone's dry cleaning. I roleplay for the action, but I want the action to be meaningful.</p><p></p><p>I have overplanned and overplotted my share of adventures, but my current philosophy is that I will set up situations in front of the direction the characters have chosen. I will try to make everything meaningful, but I will first try to make it exciting and interesting. I have found that it is fairly easy to incorporate new things into a loose plot and can even use player interests to roll things into the next adventure. </p><p></p><p>One of the players makes a 20 on his appraise check on random loot - Great! You recognize the ring as having the markings of a prominent merchant family. How did this ring get in the monster's lair? Was a victim from that family? Was it a payment for services? Maybe I'll say that one of the characters has an old friend in the family? Depends on my whim, really. A few gather information rolls in town later, we have the next adventure rolling along while the party is still trying to figure out what to do with the last batch of loot.</p></blockquote><p></p>
[QUOTE="Speaks With Stone, post: 2312789, member: 375"] According to the Robin Laws Book, I am a storyteller gamer. That being said, I only want so much plot, but it has to be there. My way of thinking is that fighting for no reason is completely uninteresting. I want to fight for a good reason. But notice the emphasis is on fighting and conflict. I don't want to spend my time negotiating trade deals, resolving love triangles, or picking up someone's dry cleaning. I roleplay for the action, but I want the action to be meaningful. I have overplanned and overplotted my share of adventures, but my current philosophy is that I will set up situations in front of the direction the characters have chosen. I will try to make everything meaningful, but I will first try to make it exciting and interesting. I have found that it is fairly easy to incorporate new things into a loose plot and can even use player interests to roll things into the next adventure. One of the players makes a 20 on his appraise check on random loot - Great! You recognize the ring as having the markings of a prominent merchant family. How did this ring get in the monster's lair? Was a victim from that family? Was it a payment for services? Maybe I'll say that one of the characters has an old friend in the family? Depends on my whim, really. A few gather information rolls in town later, we have the next adventure rolling along while the party is still trying to figure out what to do with the last batch of loot. [/QUOTE]
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