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Community
General Tabletop Discussion
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Group Campaign Creation - How does this make you feel as a player?
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<blockquote data-quote="Rechan" data-source="post: 4172038" data-attributes="member: 54846"><p>That's fine IF THE GROUP AGREES TO THAT ahead of time and everyone is on the same page. I mean, that's part of what V:TM is about, no? </p><p></p><p>But this was mainly player versus player, vindictive, bad behavior, etc. It was fracturing the group because everyone involved wanted Different directions for the game, and hadn't discussed it. It was just "This is what my character would do - the rest of you be damned" for the sake of it.</p><p></p><p>Imagine if, in LotR, the fellowship fractured and no one would talk to eachother because Gimli wanted to take the Ring and hide it in an impenetrable vault, Legolas wanted to take the ring to the Bahamas, and Sam wanted to eat it and leap into the Balrog's belly. They refused to make any headway, so Frodo had to do it on his own, and gets killed on the way. Interesting, but not when you look at the over-arching story. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Initially I thought Logos7 was a beer and pretzel variety of gamer "Just let me show up and play my dude." But then, thanks to Buzz pointing out he's a method actor, I get it. That's a fair criticism. The thing is that 1) You don't <em>have</em> to if you don't <em>want</em> to. But, 2) You don't have to be very committed to the setting creation. Just point at random spots and make declarations (There's a haunted forest here, there's a mad alchemist in the city sewers, etc) and then leave it at that. You don't have to BUILD it, just declare it. Part of that declaration, then, is something your PC knows. It helps with emersion because you are creating the legends your PC now knows.</p><p></p><p>Woas, I see what you mean. It designates a point where everyone knows "This is where we STOP." On the one hand, I like to run games as long as I can, because they usually fall apart. However, games can also petter out because they've just gone on too long, or it's just moving on its own momentum. And eventually you have "What do we do now?" </p><p></p><p>A game I'm running now is a short campaign that's supposed to last only a few months, because I'm SUPPOSED to be moving sometime in August. The PCs are gypsies, and their caravan/family/whatnot has disappeared. So the campaign is just "Find and reunite with our family". Everything else is "Sidetrek or distraction", and one big sandbox.</p></blockquote><p></p>
[QUOTE="Rechan, post: 4172038, member: 54846"] That's fine IF THE GROUP AGREES TO THAT ahead of time and everyone is on the same page. I mean, that's part of what V:TM is about, no? But this was mainly player versus player, vindictive, bad behavior, etc. It was fracturing the group because everyone involved wanted Different directions for the game, and hadn't discussed it. It was just "This is what my character would do - the rest of you be damned" for the sake of it. Imagine if, in LotR, the fellowship fractured and no one would talk to eachother because Gimli wanted to take the Ring and hide it in an impenetrable vault, Legolas wanted to take the ring to the Bahamas, and Sam wanted to eat it and leap into the Balrog's belly. They refused to make any headway, so Frodo had to do it on his own, and gets killed on the way. Interesting, but not when you look at the over-arching story. :) Initially I thought Logos7 was a beer and pretzel variety of gamer "Just let me show up and play my dude." But then, thanks to Buzz pointing out he's a method actor, I get it. That's a fair criticism. The thing is that 1) You don't [i]have[/i] to if you don't [i]want[/i] to. But, 2) You don't have to be very committed to the setting creation. Just point at random spots and make declarations (There's a haunted forest here, there's a mad alchemist in the city sewers, etc) and then leave it at that. You don't have to BUILD it, just declare it. Part of that declaration, then, is something your PC knows. It helps with emersion because you are creating the legends your PC now knows. Woas, I see what you mean. It designates a point where everyone knows "This is where we STOP." On the one hand, I like to run games as long as I can, because they usually fall apart. However, games can also petter out because they've just gone on too long, or it's just moving on its own momentum. And eventually you have "What do we do now?" A game I'm running now is a short campaign that's supposed to last only a few months, because I'm SUPPOSED to be moving sometime in August. The PCs are gypsies, and their caravan/family/whatnot has disappeared. So the campaign is just "Find and reunite with our family". Everything else is "Sidetrek or distraction", and one big sandbox. [/QUOTE]
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