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Do you prefer your character to be connected or unconnected to the adventure hook?
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<blockquote data-quote="pemerton" data-source="post: 8073752" data-attributes="member: 42582"><p>Different RPGs approach this differently.</p><p></p><p>In Burning Wheel, it's a fundamental premise of play that the situations the GM presents to the players will engage with the Beliefs and Relationships that the players have established for their PCs. So, eg, <a href="https://www.enworld.org/threads/burning-wheel-actual-play.673872/" target="_blank">in the campaign where I'm a player</a> it's to be expected that my PC's mother will figure in the action, that when we encounter my PC's brother it will be a significant moment, etc.</p><p></p><p>In our Prince Valiant game - where I'm the GM - the situations are deliberately framed to speak to the PCs' orientation as knights and crusaders. But they don't necessarily being with a personal aspect. But as the situation develops so, normally, does its connection to the PCs - eg their piety or prowess or loyalty might be put under pressure. That's how the game is meant to work, and is consistent - I think - with the Arthurian, vignette-ish orientation of the system.</p><p></p><p>I don't like play where there is no connection between the events and the PCs' characters and personal motivations - eg standard Gygax-style dungeoneering - but that can be avoided without going for the full degree of <em>connection</em> you describe in your OP. Eg in our Traveller game I include aliens and psionics - both as the object of hints, and literally as the game unfolds - because these tie in to particular PC backstories and motivations. But that's closer to your bounty hunter example - the PCs aren't themselves descended from aliens or the last psions of an ancient order.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8073752, member: 42582"] Different RPGs approach this differently. In Burning Wheel, it's a fundamental premise of play that the situations the GM presents to the players will engage with the Beliefs and Relationships that the players have established for their PCs. So, eg, [url=https://www.enworld.org/threads/burning-wheel-actual-play.673872/]in the campaign where I'm a player[/url] it's to be expected that my PC's mother will figure in the action, that when we encounter my PC's brother it will be a significant moment, etc. In our Prince Valiant game - where I'm the GM - the situations are deliberately framed to speak to the PCs' orientation as knights and crusaders. But they don't necessarily being with a personal aspect. But as the situation develops so, normally, does its connection to the PCs - eg their piety or prowess or loyalty might be put under pressure. That's how the game is meant to work, and is consistent - I think - with the Arthurian, vignette-ish orientation of the system. I don't like play where there is no connection between the events and the PCs' characters and personal motivations - eg standard Gygax-style dungeoneering - but that can be avoided without going for the full degree of [I]connection[/I] you describe in your OP. Eg in our Traveller game I include aliens and psionics - both as the object of hints, and literally as the game unfolds - because these tie in to particular PC backstories and motivations. But that's closer to your bounty hunter example - the PCs aren't themselves descended from aliens or the last psions of an ancient order. [/QUOTE]
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