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GMing: A D4 of Design-Run-Discuss-Reshape to Kick Off a Campaign
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<blockquote data-quote="Lanefan" data-source="post: 8101785" data-attributes="member: 29398"><p>You said that lack of these skills, or lack of confidence with them, is why RPGers turn to published modules. My point is simply that doing so doesn't always help very much; that even in a pre-made module the GM is still going to run up against (i) having to establish opportunities and obstacles (not often, but also not never) and (ii) having to establish consequences for actions (often to very often); because even the best of pre-made modules don't always cover all the bases for (i) and never cover all the bases for (ii) simply due to the unpredictability of player/PC actions and the near-infinite variety thereof.</p><p></p><p>Put another way, a GM who runs nothing but pre-made modules is still (almost certainly) going to develop these skills over time without realizing it or consciously trying to.</p><p></p><p>You define 'a play to find out game' as something very specific. When I see the words 'play to find out' what I think of is mystery solving and (in 5e D&D terms) the exploration pillar - find out what's around the next corner, find out what the vizier is really up to, find out what this magic teacup does, find out who is capturing the slaves and where they're being taken, etc., etc.</p><p></p><p>Perhaps, and I see your point there; if the PCs are locals then having these NPCs known and in place at the party's starting-off point makes sense.</p><p></p><p>The question then becomes one of whether these PCs will stay at and-or ever return to said starting-off point; which - in a space-based game (as per the example) that likely involves loads of travel and discovery of other places that might make better home bases - is an open question. Knowing some street rats on planet Zimba where you started out isn't likely to be of much help if through the evolution of play your home base has become planet Aknet where, on first arrival, you didn't really know anyone.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8101785, member: 29398"] You said that lack of these skills, or lack of confidence with them, is why RPGers turn to published modules. My point is simply that doing so doesn't always help very much; that even in a pre-made module the GM is still going to run up against (i) having to establish opportunities and obstacles (not often, but also not never) and (ii) having to establish consequences for actions (often to very often); because even the best of pre-made modules don't always cover all the bases for (i) and never cover all the bases for (ii) simply due to the unpredictability of player/PC actions and the near-infinite variety thereof. Put another way, a GM who runs nothing but pre-made modules is still (almost certainly) going to develop these skills over time without realizing it or consciously trying to. You define 'a play to find out game' as something very specific. When I see the words 'play to find out' what I think of is mystery solving and (in 5e D&D terms) the exploration pillar - find out what's around the next corner, find out what the vizier is really up to, find out what this magic teacup does, find out who is capturing the slaves and where they're being taken, etc., etc. Perhaps, and I see your point there; if the PCs are locals then having these NPCs known and in place at the party's starting-off point makes sense. The question then becomes one of whether these PCs will stay at and-or ever return to said starting-off point; which - in a space-based game (as per the example) that likely involves loads of travel and discovery of other places that might make better home bases - is an open question. Knowing some street rats on planet Zimba where you started out isn't likely to be of much help if through the evolution of play your home base has become planet Aknet where, on first arrival, you didn't really know anyone. [/QUOTE]
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