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Help me understand & find the fun in OC/neo-trad play...
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<blockquote data-quote="zakael19" data-source="post: 9356264" data-attributes="member: 7044099"><p>Oh for sure, you know quite well the vast majority of play today is based off some degree of pre-planned plot; either via published AP/Campaign or home-brew. As other posters have pointed out, Neo-trad as a category/play style tries to capture a type of game where the PCs are bound into that plot (or into side content). The fact there's a planned plot is the "trad" bit, yeah?</p><p></p><p>Ideally with a well built OC, there's some degree of good background hooks the DM can grab and implement easily to build in cool twists/PC relevance. IF you want any of the big-name AP stuff you'll see this, where "Boom plot twist so and so is your old mentor/the guy you insulted back in the first session/etc." That sort of thing can feel very gratifying, based on how much people like it.</p><p></p><p>An example from a game I'm running right now, using the published Call of the Netherdeep content: we established in session 0 that one PC had been left for dead by the rest of his patrol after they betrayed him. He's been interested in revenge ever since. I then added his old patrol as enforcers for an organized crime gang in a city the adventure paths to - so he could do some stuff to find rumors of them, and track them down. He discovered that, did some RP around etching their names into great swords to impale them with (I don't think he's ok), and has notched 2/3 so far.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9356264, member: 7044099"] Oh for sure, you know quite well the vast majority of play today is based off some degree of pre-planned plot; either via published AP/Campaign or home-brew. As other posters have pointed out, Neo-trad as a category/play style tries to capture a type of game where the PCs are bound into that plot (or into side content). The fact there's a planned plot is the "trad" bit, yeah? Ideally with a well built OC, there's some degree of good background hooks the DM can grab and implement easily to build in cool twists/PC relevance. IF you want any of the big-name AP stuff you'll see this, where "Boom plot twist so and so is your old mentor/the guy you insulted back in the first session/etc." That sort of thing can feel very gratifying, based on how much people like it. An example from a game I'm running right now, using the published Call of the Netherdeep content: we established in session 0 that one PC had been left for dead by the rest of his patrol after they betrayed him. He's been interested in revenge ever since. I then added his old patrol as enforcers for an organized crime gang in a city the adventure paths to - so he could do some stuff to find rumors of them, and track them down. He discovered that, did some RP around etching their names into great swords to impale them with (I don't think he's ok), and has notched 2/3 so far. [/QUOTE]
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