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Help me "get" Forged in the Dark.
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<blockquote data-quote="Grendel_Khan" data-source="post: 8681673" data-attributes="member: 7028554"><p>The "purest" play loop for Scum and Villainy, as far as I can tell, is for players to decide on a type of score, and then the GM reacts. There are tables in the back to help roll up something, but those are definitely optional.</p><p></p><p>But for the first session/score, the rules do advise some traditional prep, at least for the setup:</p><p> </p><p> </p><p>"First, create a job that characterizes the kinds of jobs that ship will tend towards. The Stardancer is a smuggling ship, and they need to get off-world with an artifact they’ve acquired without being caught. Then add some factions to the mix that underscore the kinds of groups the crew is likely to face off against. For instance, the Firedrake’s jobs are against various Hegemony factions.</p><p> </p><p>The purpose of the starting situation is to start the first job with a bang. The players immediately have a goal and a direction, and they’re on an exciting job right away, instead of having to meet in a bar and talk about forming a crew. This is the pilot episode. Have fun!"</p><p></p><p></p><p>The idea from there, imo, is to move into a more fully reactive mode. You're still doing a certain amount of prep, insofar as figuring out what the different factions are doing as the campaign progresses, but the prep doesn't need to (and really shouldn't) include sketching out full adventures and setpieces and triggers. My prep is more about coming up with tons and tons of NPCs—just names, a couple key points, and any faction connections or context. But I don't think there's anything wrong with doing sort of a general, loose amount of prep, so that when it's time to improvise you can draw from research or ideas that seem appropriate. It's just important, I think, to approach prep as building out your box of toys, which you can whip out as needed, rather than prep as plot.</p><p></p><p></p><p>Btw I misremembered in an earlier post—there's no starter adventure in Scum and Villainy, just a very detailed example of play. I have a friend who used that example as a starter adventure for his group (which I thought was a pretty bad idea) so I got it twisted.</p></blockquote><p></p>
[QUOTE="Grendel_Khan, post: 8681673, member: 7028554"] The "purest" play loop for Scum and Villainy, as far as I can tell, is for players to decide on a type of score, and then the GM reacts. There are tables in the back to help roll up something, but those are definitely optional. But for the first session/score, the rules do advise some traditional prep, at least for the setup: "First, create a job that characterizes the kinds of jobs that ship will tend towards. The Stardancer is a smuggling ship, and they need to get off-world with an artifact they’ve acquired without being caught. Then add some factions to the mix that underscore the kinds of groups the crew is likely to face off against. For instance, the Firedrake’s jobs are against various Hegemony factions. The purpose of the starting situation is to start the first job with a bang. The players immediately have a goal and a direction, and they’re on an exciting job right away, instead of having to meet in a bar and talk about forming a crew. This is the pilot episode. Have fun!" The idea from there, imo, is to move into a more fully reactive mode. You're still doing a certain amount of prep, insofar as figuring out what the different factions are doing as the campaign progresses, but the prep doesn't need to (and really shouldn't) include sketching out full adventures and setpieces and triggers. My prep is more about coming up with tons and tons of NPCs—just names, a couple key points, and any faction connections or context. But I don't think there's anything wrong with doing sort of a general, loose amount of prep, so that when it's time to improvise you can draw from research or ideas that seem appropriate. It's just important, I think, to approach prep as building out your box of toys, which you can whip out as needed, rather than prep as plot. Btw I misremembered in an earlier post—there's no starter adventure in Scum and Villainy, just a very detailed example of play. I have a friend who used that example as a starter adventure for his group (which I thought was a pretty bad idea) so I got it twisted. [/QUOTE]
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