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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="Campbell" data-source="post: 8082535" data-attributes="member: 16586"><p>There is nothing random about the way I approach running games. Scenarios are designed with the specific main characters (PCs) in minds to demand a response from the players. I just do not get to have a say in what that response will be or how it goes. This is an ongoing process.</p><p></p><p>It's a pretty simple formula. The players provide protagonism because it is their job to play the protagonists with integrity. It is my job to portray the setting with integrity and provide honest antagonism. We all pay attention to things like pacing, involving other players in the action, and being fans of each other.</p><p></p><p>This is the kind of stuff I am talking about:</p><p></p><p></p><p></p><p>No skin off my back if you want to run games where you come up with a story ahead of time to tell to players. That's exactly what most players of mainstream games expect. It's a fine way to play.</p><p></p><p>That does not mean that's only way to produce story in the game. I would argue it's not the best way because it robs the game of meaningful protagonism and tension unless the PCs are not the main characters of the story. I think that's a discussion worth having.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8082535, member: 16586"] There is nothing random about the way I approach running games. Scenarios are designed with the specific main characters (PCs) in minds to demand a response from the players. I just do not get to have a say in what that response will be or how it goes. This is an ongoing process. It's a pretty simple formula. The players provide protagonism because it is their job to play the protagonists with integrity. It is my job to portray the setting with integrity and provide honest antagonism. We all pay attention to things like pacing, involving other players in the action, and being fans of each other. This is the kind of stuff I am talking about: No skin off my back if you want to run games where you come up with a story ahead of time to tell to players. That's exactly what most players of mainstream games expect. It's a fine way to play. That does not mean that's only way to produce story in the game. I would argue it's not the best way because it robs the game of meaningful protagonism and tension unless the PCs are not the main characters of the story. I think that's a discussion worth having. [/QUOTE]
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