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Free League's Alien RPG - My Experience
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<blockquote data-quote="Yora" data-source="post: 8783806" data-attributes="member: 6670763"><p>For players to come up with their own interesting goals for their individual characters, they need to be pretty familiar with the setting and the campaign style to know what kinds of goals are possible and might become relevant during the campaign.</p><p>If you play generic D&D Fantasyland, that's possible because most players already know that setting and style well enough to come up with generic goals. If you have a long running campaign where the players have time to become familiar with how things work in that world, that's also not much of a problem.</p><p>But when all the players have to work with is that most of them have seen one or two Alien movies 10 years ago, what is there to work with? There are these deadly Aliens and Weyland-Yutani will sacrifice its employees to capture one for study. You first need something to paint the players an evocative picture of what the world is like. And giving the players randomly assigned goals for their characters actually is a good method to do that. These goals are not telling the players to do anything or to find a specific thing located somewhere in the adventure. They give the player's impressions of how people in the setting of the adventure think and what is regarded as appropriate and fitting for the game. And in the end, it's still always up to the players what to do with it. The GM isn't going to check each player's assigned goal during play and penalizing them to not having acted according to it enough. They are suggestions, and if you don't find opportunities to use them in fun ways during the play, then you don't. If you run into something else that you want to pursue with your character, you can do that too.</p></blockquote><p></p>
[QUOTE="Yora, post: 8783806, member: 6670763"] For players to come up with their own interesting goals for their individual characters, they need to be pretty familiar with the setting and the campaign style to know what kinds of goals are possible and might become relevant during the campaign. If you play generic D&D Fantasyland, that's possible because most players already know that setting and style well enough to come up with generic goals. If you have a long running campaign where the players have time to become familiar with how things work in that world, that's also not much of a problem. But when all the players have to work with is that most of them have seen one or two Alien movies 10 years ago, what is there to work with? There are these deadly Aliens and Weyland-Yutani will sacrifice its employees to capture one for study. You first need something to paint the players an evocative picture of what the world is like. And giving the players randomly assigned goals for their characters actually is a good method to do that. These goals are not telling the players to do anything or to find a specific thing located somewhere in the adventure. They give the player's impressions of how people in the setting of the adventure think and what is regarded as appropriate and fitting for the game. And in the end, it's still always up to the players what to do with it. The GM isn't going to check each player's assigned goal during play and penalizing them to not having acted according to it enough. They are suggestions, and if you don't find opportunities to use them in fun ways during the play, then you don't. If you run into something else that you want to pursue with your character, you can do that too. [/QUOTE]
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