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[Game Design] Will Wright on Story and Game
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<blockquote data-quote="Raven Crowking" data-source="post: 3408129" data-attributes="member: 18280"><p>Did they make sense within the context of the setting?</p><p></p><p>EDIT: I ran a game once (2e) where the PCs were created at 4th level, using material from whichever world or sourcebook they cared to. Then, on day one of the campaign, they woke in stone coffins in a wizard's labyrinth. Basically, this group of spellcasters was kidnapping "gladiators" from various planes to "compete" so that they could bet on the outcome. "Competing" meant surviving and escaping the labyrinth. When they had done so, they ended up on a new world. An inn near the output point was created, owned, and staffed by some others who had survived the labyrinth. It worked very well, and the backstory made the characters fit the setting, no matter who (or what) they were.</p><p></p><p></p><p></p><p></p><p></p><p>This is what I introduced a Legacy mechanic to do. Of course, in this case, I am really trying to overcome one of my own limitations -- if I design the way that the setting moves and grows, then its liable to become distressingly redundant based upon my own preferences and defaults. The Legacy mechanic is designed to allow players more input into the world, and thus make the world "breath" a little more than it otherwise would.</p><p></p><p>Basically, at 1st level and at every 5th level, a player is given the option to add something to his character or change something about the world.</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 3408129, member: 18280"] Did they make sense within the context of the setting? EDIT: I ran a game once (2e) where the PCs were created at 4th level, using material from whichever world or sourcebook they cared to. Then, on day one of the campaign, they woke in stone coffins in a wizard's labyrinth. Basically, this group of spellcasters was kidnapping "gladiators" from various planes to "compete" so that they could bet on the outcome. "Competing" meant surviving and escaping the labyrinth. When they had done so, they ended up on a new world. An inn near the output point was created, owned, and staffed by some others who had survived the labyrinth. It worked very well, and the backstory made the characters fit the setting, no matter who (or what) they were. This is what I introduced a Legacy mechanic to do. Of course, in this case, I am really trying to overcome one of my own limitations -- if I design the way that the setting moves and grows, then its liable to become distressingly redundant based upon my own preferences and defaults. The Legacy mechanic is designed to allow players more input into the world, and thus make the world "breath" a little more than it otherwise would. Basically, at 1st level and at every 5th level, a player is given the option to add something to his character or change something about the world. [/QUOTE]
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[Game Design] Will Wright on Story and Game
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