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Game Type--How Do You Play?
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<blockquote data-quote="steenan" data-source="post: 5702492" data-attributes="member: 23240"><p>I don't think I can fit my style under any of the poll options. Even if I assume that you're asking only about the campaign play (because my style of running one-shots is quite different), still none fits.</p><p></p><p>My games are strongly character-based. I build upon what I get from players - character backgrounds, goals, complications and consequences caused by in-game actions. It's players who set goals for the campaign. I may push them a little in certain direction in the beginning, but after that, it's up to them.</p><p></p><p>On the other hand, each of my games has certain themes and certain mood. They are "about something". In other words, it's not a typical "sandbox" play. There is no pre-defined storyline, but there is a pre-defined premise. We try to keep the game thematically consistent even if the choices and events surprise us.</p><p></p><p>Also, the settings we use are often only pre-defined in terms of hooks and themes, but not concrete details. Those details are only created when they are explored. The world is not passive, and it is consistent, but, in most cases, things only become precisely defined when they get into focus.</p></blockquote><p></p>
[QUOTE="steenan, post: 5702492, member: 23240"] I don't think I can fit my style under any of the poll options. Even if I assume that you're asking only about the campaign play (because my style of running one-shots is quite different), still none fits. My games are strongly character-based. I build upon what I get from players - character backgrounds, goals, complications and consequences caused by in-game actions. It's players who set goals for the campaign. I may push them a little in certain direction in the beginning, but after that, it's up to them. On the other hand, each of my games has certain themes and certain mood. They are "about something". In other words, it's not a typical "sandbox" play. There is no pre-defined storyline, but there is a pre-defined premise. We try to keep the game thematically consistent even if the choices and events surprise us. Also, the settings we use are often only pre-defined in terms of hooks and themes, but not concrete details. Those details are only created when they are explored. The world is not passive, and it is consistent, but, in most cases, things only become precisely defined when they get into focus. [/QUOTE]
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