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GMing: A D4 of Design-Run-Discuss-Reshape to Kick Off a Campaign
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<blockquote data-quote="hawkeyefan" data-source="post: 8101627" data-attributes="member: 6785785"><p>I think certain games are going to lend themselves to a more structured(?) approach. Many games have a very broad take on setting or theme.</p><p></p><p>Alien, I think, is going to have a more specific focus than other games. All you really need is the kind of info they include in their cinematic scenarios; a location, some goals for the PCs that will inform play, and then an inciting event.</p><p></p><p>So a crew of shippers whose last job fell apart and so they did not get paid come across a derelict ship.</p><p></p><p>I think that fits the general description of an “adventure” but can still fit the mold of “playing to find out”. Of the two published scenarios I know of for the game, I wouldn’t view either one as being too heavily GM determined. Each of them very much relies on the players to play their characters with their goals in mind.</p><p></p><p>Neither has a specified victory condition or a set sequence in which the action must take place.</p><p></p><p>But the players do tend to want to engage with the central premise, and their goals are likely related to that.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8101627, member: 6785785"] I think certain games are going to lend themselves to a more structured(?) approach. Many games have a very broad take on setting or theme. Alien, I think, is going to have a more specific focus than other games. All you really need is the kind of info they include in their cinematic scenarios; a location, some goals for the PCs that will inform play, and then an inciting event. So a crew of shippers whose last job fell apart and so they did not get paid come across a derelict ship. I think that fits the general description of an “adventure” but can still fit the mold of “playing to find out”. Of the two published scenarios I know of for the game, I wouldn’t view either one as being too heavily GM determined. Each of them very much relies on the players to play their characters with their goals in mind. Neither has a specified victory condition or a set sequence in which the action must take place. But the players do tend to want to engage with the central premise, and their goals are likely related to that. [/QUOTE]
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