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<blockquote data-quote="pemerton" data-source="post: 6811540" data-attributes="member: 42582"><p>I haven't run it. I think I might have been going to mix some of it with Heathen, or perhaps G2, but didn't. The only thing I remember adapting from it is the mechanic for having Intimidate checks do hit point damage to the main antagonist - I used a version of that in the concluding combat in Heathen.</p><p></p><p>As to how I would run it - I don't remember it very well now, as I haven't looked at it since I got it (in 2010? whenever Monster Vault came out). But getting rid of the fetch quests would have to be a part of it.</p><p> </p><p>This might be analogous to me having pre-drawn maps (GH) in my BW game. Or not. Without context it's hard to tell.</p><p></p><p>In my group deity emblems aren't a bit deal. But which nations are at war is a bigger deal. I wouldn't normally decide which nations are at war without having some degree of regard to PC backgrounds and manifested player interests in loyalties/connections etc to various countries, reasons for warring, etc.</p><p></p><p>This is a big part of it, yes. For my group, the deity emblem thing wouldn't matter because that's not part of what we focus on in play (it might be different if we had some visual artists in the group, but we don't). Whereas war and politics are things that matter to at least some of the players, and so determining who is at war with whom is something that <em>would</em> matter, and is something that (as GM) I wouldn't want to fall flat. So it would be something authored in response to player input and action declarations, rather than in advance of them.</p><p></p><p>I don't know. Maybe it didn't!</p><p></p><p>In my case, I wouldn't choose religiously-oriented content for the game without having regard to the current dynamics of play, manifested interests of PCs/players, etc, because religious stuff, cosmological enmities/alliances, etc, tend to be a big deal in our games. In the session discussed in <a href="http://www.enworld.org/forum/showthread.php?299440-Exploration-scenarios-my-experiment-last-Sunday[/url" target="_blank">this post</a>, for instance, the PCs found themselves learning about the religious convictions of a particular sect, but this was made up by me in the course of play as part of the back-and-forth with the players as they played their PCs, all of whom had important religious convictions.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6811540, member: 42582"] I haven't run it. I think I might have been going to mix some of it with Heathen, or perhaps G2, but didn't. The only thing I remember adapting from it is the mechanic for having Intimidate checks do hit point damage to the main antagonist - I used a version of that in the concluding combat in Heathen. As to how I would run it - I don't remember it very well now, as I haven't looked at it since I got it (in 2010? whenever Monster Vault came out). But getting rid of the fetch quests would have to be a part of it. This might be analogous to me having pre-drawn maps (GH) in my BW game. Or not. Without context it's hard to tell. In my group deity emblems aren't a bit deal. But which nations are at war is a bigger deal. I wouldn't normally decide which nations are at war without having some degree of regard to PC backgrounds and manifested player interests in loyalties/connections etc to various countries, reasons for warring, etc. This is a big part of it, yes. For my group, the deity emblem thing wouldn't matter because that's not part of what we focus on in play (it might be different if we had some visual artists in the group, but we don't). Whereas war and politics are things that matter to at least some of the players, and so determining who is at war with whom is something that [I]would[/I] matter, and is something that (as GM) I wouldn't want to fall flat. So it would be something authored in response to player input and action declarations, rather than in advance of them. I don't know. Maybe it didn't! In my case, I wouldn't choose religiously-oriented content for the game without having regard to the current dynamics of play, manifested interests of PCs/players, etc, because religious stuff, cosmological enmities/alliances, etc, tend to be a big deal in our games. In the session discussed in [url=http://www.enworld.org/forum/showthread.php?299440-Exploration-scenarios-my-experiment-last-Sunday[/url]this post[/url], for instance, the PCs found themselves learning about the religious convictions of a particular sect, but this was made up by me in the course of play as part of the back-and-forth with the players as they played their PCs, all of whom had important religious convictions. [/QUOTE]
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