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<blockquote data-quote="Ashrum the Black" data-source="post: 2429500" data-attributes="member: 1585"><p>Thanks guys for all the advice. I think folks are a little stuck on the thirty page write up.  <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=":)" />  Keep in mind I only gave that to them when <strong>they</strong> asked for it. It really isn't much more  than a tone for each of the areas they're from, and some hints for roleplaying a character from there. I never had any expectation that they would read the whole, or do more than skim the section on where they're from. And I made sure they were all aware of the fact I didn't expect them to go home and do homework. But if anybody did (shrug) they might pick up some cool plot elements they can weave into their character that way.</p><p></p><p>But as for the rest. I agree that the PC's may not be looking for the same thing out of the game that I am. That is, and has been, my fear. The books and prophecies are done as hand outs, they've collected maybe eight over the last two years of actual gaming time. I guess I didn't think that was to much for them to handle. Perhaps I was wrong. I don't know. I looked at the hand outs a cool props and reference for when they say, "hey, what was in that book we found in the Mad Witch's tomb?" </p><p></p><p>Maps they all have. My simple paint generated map, but it's the same one I use when I DM. I agree though, it's really hard to engage the PC's without at least a map of the area they're in. </p><p></p><p>As for the adventure being about the characters, that to me goes without saying. The characters came back from their first adventure to a city wide party in their honor. I want the PC's to be the leaders, the movers and the shakers. One PC has expressed interest in leading an army. He got his forst cohort a few game sessions ago. After their done I plan on introducing some more folks to become the core of his army. </p><p></p><p>Another character had a goal of killing the pirates that destroyed his village and killed his wife. This he got from working through the information I handed out to create his character history. Last session he finished the last one off. </p><p></p><p>Each of these is fine, I love the guy that's been after the pirates. He's been single minded and it worked well with his character. The guy that wants an army is great, but he doesn't know what he wants to do with it once he has it. Just thinks it'll be cool. Which again, is fine by me, but I can't seem to point them to where this would be useful for the life of me. </p><p></p><p>What I think I'm getting at is that the player do interact with the world around them, but only so far. I don't want them pouring through notes every session. This is a game and it shoudl involve lots of explosions and swords after all.  <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink    ;)"  data-smilie="2"data-shortname=";)" />  But one session in two years, and have them make some guess's about what is going on around them would be great. How do other folks do that? I've been trying a lot of what folks have suggested so far for the last six months without a lot of sucess. I'll be trying a fair number more after reading through the suggestions here. </p><p></p><p>SeenwyTodd: thanks for the advice and I will try some moral issues and see what i get. I've got a feeling now that one of the PC's has been dumped by the group and the player forced to make a new character things may get better on the moral angle. This guy was about as amoral as they come, he literaly tortured and killedThanks guys for all the advice. I think folks are a little stuck on the thirty page write up.  <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=":)" />  Keep in mind I only gave that to them when <strong>they</strong> asked for it. It really isn't much more  than a tone for each of the areas they're from, and some hints for role-playing a character from there. I never had any expectation that they would read the whole, or do more than skim the section on where they're from. And I made sure they were all aware of the fact I didn't expect them to go home and do homework. But if anybody did (shrug) they might pick up some cool plot elements they can weave into their character that way.</p><p></p><p>But as for the rest. I agree that the PC's may not be looking for the same thing out of the game that I am. That is, and has been, my fear. The books and prophecies are done as hand outs, they've collected maybe eight over the last two years of actual gaming time. I guess I didn't think that was to much for them to handle. Perhaps I was wrong. I don't know. I looked at the hand outs a cool props and reference for when they say, "hey, what was in that book we found in the Mad Witch's tomb?" </p><p></p><p>Maps they all have. My simple paint generated map, but it's the same one I use when I DM. I agree though, it's really hard to engage the PC's without at least a map of the area they're in. </p><p></p><p>As for the adventure being about the characters, that to me goes without saying. The characters came back from their first adventure to a city wide party in their honor. I want the PC's to be the leaders, the movers and the shakers. One PC has expressed interest in leading an army. He got his first cohort a few game sessions ago. After their done I plan on introducing some more folks to become the core of his army. </p><p></p><p>Another character had a goal of killing the pirates that destroyed his village and killed his wife. This hook he cane up with from working through the information I handed out to create his character history. Last session he finished the last one off. </p><p></p><p>Each of these is fine, I love the guy that's been after the pirates. He's been single minded and it worked well with his character. The guy that wants an army is great, but he doesn't know what he wants to do with it once he has it. Just thinks it'll be cool. Which again, is fine by me, but I can't seem to point them to where this would be useful for the life of me. </p><p></p><p>What I think I'm getting at is that the player do interact with the world around them, but only so far. I don't want them pouring through notes every session. This is a game of action, and it should involve lots of explosions and swords after all.  <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink    ;)"  data-smilie="2"data-shortname=";)" />  But one session in two years, and have them make some guess's about what is going on around them would be great. How do other folks do that? I've been trying a lot of what folks have suggested so far for the last six months without a lot of success. I'll be trying a fair number more after reading through the suggestions here. </p><p></p><p>SeenwyTodd: thanks for the advice and I will try some more moral issues and see what I get. I've got a feeling, now that one of the PC's has been dumped by the group and the player forced to make a new character, things may get better on the moral angle. This guy was about as amoral as they come, he literally tortured and killed a man in one sessions. Horrified the other players as he did it quickly in front of them and left them really no chance to stop him. He sort of killed the save the world atmosphere when one of the "heroes" was worse than the villains. </p><p></p><p>-Ashrum</p><p> a man in none sessions. Horrified the other players as he did it quickly in front of them and left them really no chance to stop him. He sort of killed the save the world atmoshpere when one of the "heros" was worse than the villians. </p><p></p><p>-Ashrum</p></blockquote><p></p>
[QUOTE="Ashrum the Black, post: 2429500, member: 1585"] Thanks guys for all the advice. I think folks are a little stuck on the thirty page write up. :) Keep in mind I only gave that to them when [B]they[/B] asked for it. It really isn't much more than a tone for each of the areas they're from, and some hints for roleplaying a character from there. I never had any expectation that they would read the whole, or do more than skim the section on where they're from. And I made sure they were all aware of the fact I didn't expect them to go home and do homework. But if anybody did (shrug) they might pick up some cool plot elements they can weave into their character that way. But as for the rest. I agree that the PC's may not be looking for the same thing out of the game that I am. That is, and has been, my fear. The books and prophecies are done as hand outs, they've collected maybe eight over the last two years of actual gaming time. I guess I didn't think that was to much for them to handle. Perhaps I was wrong. I don't know. I looked at the hand outs a cool props and reference for when they say, "hey, what was in that book we found in the Mad Witch's tomb?" Maps they all have. My simple paint generated map, but it's the same one I use when I DM. I agree though, it's really hard to engage the PC's without at least a map of the area they're in. As for the adventure being about the characters, that to me goes without saying. The characters came back from their first adventure to a city wide party in their honor. I want the PC's to be the leaders, the movers and the shakers. One PC has expressed interest in leading an army. He got his forst cohort a few game sessions ago. After their done I plan on introducing some more folks to become the core of his army. Another character had a goal of killing the pirates that destroyed his village and killed his wife. This he got from working through the information I handed out to create his character history. Last session he finished the last one off. Each of these is fine, I love the guy that's been after the pirates. He's been single minded and it worked well with his character. The guy that wants an army is great, but he doesn't know what he wants to do with it once he has it. Just thinks it'll be cool. Which again, is fine by me, but I can't seem to point them to where this would be useful for the life of me. What I think I'm getting at is that the player do interact with the world around them, but only so far. I don't want them pouring through notes every session. This is a game and it shoudl involve lots of explosions and swords after all. ;) But one session in two years, and have them make some guess's about what is going on around them would be great. How do other folks do that? I've been trying a lot of what folks have suggested so far for the last six months without a lot of sucess. I'll be trying a fair number more after reading through the suggestions here. SeenwyTodd: thanks for the advice and I will try some moral issues and see what i get. I've got a feeling now that one of the PC's has been dumped by the group and the player forced to make a new character things may get better on the moral angle. This guy was about as amoral as they come, he literaly tortured and killedThanks guys for all the advice. I think folks are a little stuck on the thirty page write up. :) Keep in mind I only gave that to them when [B]they[/B] asked for it. It really isn't much more than a tone for each of the areas they're from, and some hints for role-playing a character from there. I never had any expectation that they would read the whole, or do more than skim the section on where they're from. And I made sure they were all aware of the fact I didn't expect them to go home and do homework. But if anybody did (shrug) they might pick up some cool plot elements they can weave into their character that way. But as for the rest. I agree that the PC's may not be looking for the same thing out of the game that I am. That is, and has been, my fear. The books and prophecies are done as hand outs, they've collected maybe eight over the last two years of actual gaming time. I guess I didn't think that was to much for them to handle. Perhaps I was wrong. I don't know. I looked at the hand outs a cool props and reference for when they say, "hey, what was in that book we found in the Mad Witch's tomb?" Maps they all have. My simple paint generated map, but it's the same one I use when I DM. I agree though, it's really hard to engage the PC's without at least a map of the area they're in. As for the adventure being about the characters, that to me goes without saying. The characters came back from their first adventure to a city wide party in their honor. I want the PC's to be the leaders, the movers and the shakers. One PC has expressed interest in leading an army. He got his first cohort a few game sessions ago. After their done I plan on introducing some more folks to become the core of his army. Another character had a goal of killing the pirates that destroyed his village and killed his wife. This hook he cane up with from working through the information I handed out to create his character history. Last session he finished the last one off. Each of these is fine, I love the guy that's been after the pirates. He's been single minded and it worked well with his character. The guy that wants an army is great, but he doesn't know what he wants to do with it once he has it. Just thinks it'll be cool. Which again, is fine by me, but I can't seem to point them to where this would be useful for the life of me. What I think I'm getting at is that the player do interact with the world around them, but only so far. I don't want them pouring through notes every session. This is a game of action, and it should involve lots of explosions and swords after all. ;) But one session in two years, and have them make some guess's about what is going on around them would be great. How do other folks do that? I've been trying a lot of what folks have suggested so far for the last six months without a lot of success. I'll be trying a fair number more after reading through the suggestions here. SeenwyTodd: thanks for the advice and I will try some more moral issues and see what I get. I've got a feeling, now that one of the PC's has been dumped by the group and the player forced to make a new character, things may get better on the moral angle. This guy was about as amoral as they come, he literally tortured and killed a man in one sessions. Horrified the other players as he did it quickly in front of them and left them really no chance to stop him. He sort of killed the save the world atmosphere when one of the "heroes" was worse than the villains. -Ashrum a man in none sessions. Horrified the other players as he did it quickly in front of them and left them really no chance to stop him. He sort of killed the save the world atmoshpere when one of the "heros" was worse than the villians. -Ashrum [/QUOTE]
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