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<blockquote data-quote="Rune" data-source="post: 5768795" data-attributes="member: 67"><p><strong>Lesson 4: Get your players to do the work.</strong></p><p></p><p>Now that you've got an idea what kind of mechanics you're going to support your campaign with, it is time to start in on the setting. And, you know what? Your players can—and should—help with that. What you need to do is provide incentive to do so. </p><p></p><p>This is how I do it: Whenever a player takes it upon himself to do something outside of the game that could potentially enrich the play experience (make a map, NPC, prop, or whatnot), I award a point that the player may use with any PC in any game I run to alter fate in some way—turn a hit into a miss or vice versa, turn a hit into a crit, throw in a plot-twist. This awards the players according to their initiative (as opposed to the PCs' initiative <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />) and has the added bonus of helping the entire party be more survivable (which, in turn, makes my job easier—it's like rewarding myself for getting them to do prep for me!).</p><p></p><p>It comes down to this: The more minds that are excited about the campaign setting and actively working to embellish it, the richer it will be—and the less work you have to do to get it there, the better off you will be.</p></blockquote><p></p>
[QUOTE="Rune, post: 5768795, member: 67"] [b]Lesson 4: Get your players to do the work.[/b] Now that you've got an idea what kind of mechanics you're going to support your campaign with, it is time to start in on the setting. And, you know what? Your players can—and should—help with that. What you need to do is provide incentive to do so. This is how I do it: Whenever a player takes it upon himself to do something outside of the game that could potentially enrich the play experience (make a map, NPC, prop, or whatnot), I award a point that the player may use with any PC in any game I run to alter fate in some way—turn a hit into a miss or vice versa, turn a hit into a crit, throw in a plot-twist. This awards the players according to their initiative (as opposed to the PCs' initiative :p) and has the added bonus of helping the entire party be more survivable (which, in turn, makes my job easier—it's like rewarding myself for getting them to do prep for me!). It comes down to this: The more minds that are excited about the campaign setting and actively working to embellish it, the richer it will be—and the less work you have to do to get it there, the better off you will be. [/QUOTE]
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