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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: 8102242" data-attributes="member: 6785785"><p>I don't think that anything described in the OP is akin to the kind of GM directed modules you've sited, other than the use of the term "adventure". I think that term was simply used conversationally, and so I accepted it that way. </p><p></p><p>What [USER=17927]@Charles Dunwoody[/USER] describes in the OP is having the GM involve the players in the creation of what their game will be about. He's encouraging folks to involve the players in crafting the world, particularly in the form of NPCs with whom their PCs will have existing relationships, and in the form of goals for the PCs to pursue. Then, he's saying that the GM should take those elements and use them in crafting a scenario for them, and then seeing how things go. </p><p></p><p>The stated goal was to watch how, when you do this, the idea of an adventure plot pretty much vanishes.</p><p></p><p>I agree that this is quite different from what we tend to think of as a D&D module. The Cinematic Scenarios that Fria Ligen have put out so far for the Alien RPG are indeed scenarios, although they also offer pregenerated PCs who have goals that will come up during play. But there is no reason that players couldn't come up with their own PCs and goals in order to play such a scenario. And I think the scenarios could play out a number of ways, depending on what a given group of players decides to do.</p><p></p><p>I think this approach works so well for Alien because the setting itself constrains the PCs significantly. Alien has a far more specific list of elements and themes that should come into play. Something like D&D is far more open in that sense.</p><p></p><p>I do agree that the kind of skills that are needed for this type of game differ from those needed for a more traditional D&D module approach. I think that the Alien RPG is likely a good first step for those familiar with only a more traditional approach of pre-authored adventures to get their feet wet with something that is less pre-determined and which allows for a lot of player input.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8102242, member: 6785785"] I don't think that anything described in the OP is akin to the kind of GM directed modules you've sited, other than the use of the term "adventure". I think that term was simply used conversationally, and so I accepted it that way. What [USER=17927]@Charles Dunwoody[/USER] describes in the OP is having the GM involve the players in the creation of what their game will be about. He's encouraging folks to involve the players in crafting the world, particularly in the form of NPCs with whom their PCs will have existing relationships, and in the form of goals for the PCs to pursue. Then, he's saying that the GM should take those elements and use them in crafting a scenario for them, and then seeing how things go. The stated goal was to watch how, when you do this, the idea of an adventure plot pretty much vanishes. I agree that this is quite different from what we tend to think of as a D&D module. The Cinematic Scenarios that Fria Ligen have put out so far for the Alien RPG are indeed scenarios, although they also offer pregenerated PCs who have goals that will come up during play. But there is no reason that players couldn't come up with their own PCs and goals in order to play such a scenario. And I think the scenarios could play out a number of ways, depending on what a given group of players decides to do. I think this approach works so well for Alien because the setting itself constrains the PCs significantly. Alien has a far more specific list of elements and themes that should come into play. Something like D&D is far more open in that sense. I do agree that the kind of skills that are needed for this type of game differ from those needed for a more traditional D&D module approach. I think that the Alien RPG is likely a good first step for those familiar with only a more traditional approach of pre-authored adventures to get their feet wet with something that is less pre-determined and which allows for a lot of player input. [/QUOTE]
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