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Giving up on the Quest
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<blockquote data-quote="Aegir" data-source="post: 3617914" data-attributes="member: 52089"><p>I've not only felt this way, I'm running the exact game you just described right now (in premise, at least). Basically, the world is millennia removed from a major cataclysm, so long ago that the general populace knows little about the world from "before" then the fact that theres ruins of it scattered about (that have for the most part long since been looted of anything of value/knowledge).</p><p></p><p>Basically, the PCs are the first "heroes" the world has seen in all that time. In rules terms, the world is about 99% populated by NPC classes, and they all cap out at Lv 5. There are a handfull of exceptions (even I don't know the exact number, but its roughly two dozen), but basically, when the PCs his mid levels (9-11 range), they'll be more powerful then most anything thats lived in the world since before the fall.</p><p></p><p>Its a game of exploration: while there are some hooks to get the group moving, its mostly a sandbox game, they're free to go where they wish and interact with the world in any way.</p><p></p><p></p><p></p><p>Thats a very good question, cause I've had the same problems. players nowadays seem almost overwhelmed when offered unlimited choices; when I came in saying, "okay, heres the world... what do you want to do?" the response was, basically, "Um... what can we do?"</p><p></p><p>That said, I actually asked this <em>exact</em> question of Gary Gygax in his thread not but a couple hours ago, and while I've yet to try his suggestion, it makes sense: take the crunch out of the equation, wherever possible (from the PC perspective). Basically, ask your players, "What does your character do?" and have them respond from an IC perspective; discourage responses like, "I take 20 on my search check," and encourage immersion in the world. Tell them, "I'll worry about the numbers, just tell me what you want to do."</p></blockquote><p></p>
[QUOTE="Aegir, post: 3617914, member: 52089"] I've not only felt this way, I'm running the exact game you just described right now (in premise, at least). Basically, the world is millennia removed from a major cataclysm, so long ago that the general populace knows little about the world from "before" then the fact that theres ruins of it scattered about (that have for the most part long since been looted of anything of value/knowledge). Basically, the PCs are the first "heroes" the world has seen in all that time. In rules terms, the world is about 99% populated by NPC classes, and they all cap out at Lv 5. There are a handfull of exceptions (even I don't know the exact number, but its roughly two dozen), but basically, when the PCs his mid levels (9-11 range), they'll be more powerful then most anything thats lived in the world since before the fall. Its a game of exploration: while there are some hooks to get the group moving, its mostly a sandbox game, they're free to go where they wish and interact with the world in any way. Thats a very good question, cause I've had the same problems. players nowadays seem almost overwhelmed when offered unlimited choices; when I came in saying, "okay, heres the world... what do you want to do?" the response was, basically, "Um... what can we do?" That said, I actually asked this [I]exact[/I] question of Gary Gygax in his thread not but a couple hours ago, and while I've yet to try his suggestion, it makes sense: take the crunch out of the equation, wherever possible (from the PC perspective). Basically, ask your players, "What does your character do?" and have them respond from an IC perspective; discourage responses like, "I take 20 on my search check," and encourage immersion in the world. Tell them, "I'll worry about the numbers, just tell me what you want to do." [/QUOTE]
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