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Game Mechanics small start versus all in
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<blockquote data-quote="Barastrondo" data-source="post: 4848768" data-attributes="member: 3820"><p>I like the "small starting point for concepts, all in possible with discussion" approach. It works something like this: I'll come up with a basic limited-palette concept like "Viking-inspired Norse adventure" or "swashbuckling inspired by Renaissance Italy." I jot down some notes of what sort of adventures I'd be likely to run, what good theme enemies might be, what would make exciting locales to visit, and so on.</p><p></p><p>Once the players have settled on a pitch they like, they're expected to build characters to take advantage of that. From there, it's hard to say what would be "allowable" or not. Could you run an Arabian-style adventurer in the Viking-inspired game as a fish out of water type? If just one person tries something like that, sure. (And hopefully he'll be reciting Viking oaths of valor before long.) Warforged might not seem to fit in a pseudo-Egypt game like Green Ronin did with Hamunaptra, but if the player pitches an "ushabti" take on the mechanics, I'd be all for it. If a player doesn't like the theme of the pitch, that's something to bring up before a setting is decided upon, so generally no problems arise.</p><p></p><p>To my mind, "starting small" isn't a matter of coming up with a list of what races and classes might or might not work. It's picking a theme that everyone can get behind. From that point, the players can add to the context without disrupting it, hopefully coming up with neat ideas I wish I'd thought of in the first place.</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 4848768, member: 3820"] I like the "small starting point for concepts, all in possible with discussion" approach. It works something like this: I'll come up with a basic limited-palette concept like "Viking-inspired Norse adventure" or "swashbuckling inspired by Renaissance Italy." I jot down some notes of what sort of adventures I'd be likely to run, what good theme enemies might be, what would make exciting locales to visit, and so on. Once the players have settled on a pitch they like, they're expected to build characters to take advantage of that. From there, it's hard to say what would be "allowable" or not. Could you run an Arabian-style adventurer in the Viking-inspired game as a fish out of water type? If just one person tries something like that, sure. (And hopefully he'll be reciting Viking oaths of valor before long.) Warforged might not seem to fit in a pseudo-Egypt game like Green Ronin did with Hamunaptra, but if the player pitches an "ushabti" take on the mechanics, I'd be all for it. If a player doesn't like the theme of the pitch, that's something to bring up before a setting is decided upon, so generally no problems arise. To my mind, "starting small" isn't a matter of coming up with a list of what races and classes might or might not work. It's picking a theme that everyone can get behind. From that point, the players can add to the context without disrupting it, hopefully coming up with neat ideas I wish I'd thought of in the first place. [/QUOTE]
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