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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: 8075760" data-attributes="member: 42582"><p>That doesn't sound like a railroad, but I can see how it might misfire.</p><p></p><p>Another approach to "player-via-character-investment" is exemplified by Marvel Heroic RP: the PCs have "milestone" - events and/or actions that if they occur in the fiction earn XP for the character. The milestones are largely independent of the particular situations the GM is setting up - eg Captain America can give an instruction to another PC, and so hit a milestone, whatever the details of the GM-established situation.'</p><p></p><p>What works about this approach is that the player-driven drama and intraparty dynamics are at least semi-autonomous from the situations the GM is framing. It is good for emulating the banter and character development found in comics and other serial fiction. It lest the players dirve their PCs - especially once you include "meta" milestones, like Wolverine recognising a NPC as an old friend or enemy, which allow the players to connect their PCs into the world. But it doesn't break down if the GM is thinking of running situation X while one of the players turns up wanting to play PC Y.</p><p></p><p>Compared to this, or Prince Valiant, Burning Wheel is more intense but also more demanding.</p><p></p><p>A mostly separate point: my advice to any new GM would be <em>always lead with your best stuff</em>. Don't hold it in reserve for some notional later time.</p><p></p><p>There's no such thing as "the players railroading themselves". That's just called <em>choosing</em> and <em>deciding</em>.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8075760, member: 42582"] That doesn't sound like a railroad, but I can see how it might misfire. Another approach to "player-via-character-investment" is exemplified by Marvel Heroic RP: the PCs have "milestone" - events and/or actions that if they occur in the fiction earn XP for the character. The milestones are largely independent of the particular situations the GM is setting up - eg Captain America can give an instruction to another PC, and so hit a milestone, whatever the details of the GM-established situation.' What works about this approach is that the player-driven drama and intraparty dynamics are at least semi-autonomous from the situations the GM is framing. It is good for emulating the banter and character development found in comics and other serial fiction. It lest the players dirve their PCs - especially once you include "meta" milestones, like Wolverine recognising a NPC as an old friend or enemy, which allow the players to connect their PCs into the world. But it doesn't break down if the GM is thinking of running situation X while one of the players turns up wanting to play PC Y. Compared to this, or Prince Valiant, Burning Wheel is more intense but also more demanding. A mostly separate point: my advice to any new GM would be [I]always lead with your best stuff[/I]. Don't hold it in reserve for some notional later time. There's no such thing as "the players railroading themselves". That's just called [I]choosing[/I] and [I]deciding[/I]. [/QUOTE]
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