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Help me understand & find the fun in OC/neo-trad play...
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<blockquote data-quote="overgeeked" data-source="post: 9357193" data-attributes="member: 86653"><p>Thank you to everyone making positive contributions to the thread. It really does help, even if the ride is a bit...bumpy...at times. And I appreciate the patience.</p><p></p><p>So, a follow-up question. What are the best practices for setting up and running a neo-trad game?</p><p></p><p>From the info in the thread so far, I'm assuming some variation of:</p><p></p><p>Talk to your players, make sure they're on board. Session Zero, lines and veils, stars and wishes, etc.</p><p></p><p>Get goals and plot hooks from the players, if not backgrounds that can be mined for ideas.</p><p></p><p>Work with the players to make sure things gel together at least somewhat, there's no major problems or clashes re: theme. Though some internal party conflict is great.</p><p></p><p>Incorporate all that into prep by making factions, NPCs, situations, potential quests, etc that reflect the players' & PCs' goals.</p><p></p><p>Wind 'em up, and let 'em go. Emergent play. Play to find out. Poke the PCs in their feels. "Steer" things only in the sense of injecting drama, conflict, tension, obstacles, challenges, consequences, etc.</p><p></p><p>How close is that? How far off the mark? Some pitfalls to look out for? General advice?</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9357193, member: 86653"] Thank you to everyone making positive contributions to the thread. It really does help, even if the ride is a bit...bumpy...at times. And I appreciate the patience. So, a follow-up question. What are the best practices for setting up and running a neo-trad game? From the info in the thread so far, I'm assuming some variation of: Talk to your players, make sure they're on board. Session Zero, lines and veils, stars and wishes, etc. Get goals and plot hooks from the players, if not backgrounds that can be mined for ideas. Work with the players to make sure things gel together at least somewhat, there's no major problems or clashes re: theme. Though some internal party conflict is great. Incorporate all that into prep by making factions, NPCs, situations, potential quests, etc that reflect the players' & PCs' goals. Wind 'em up, and let 'em go. Emergent play. Play to find out. Poke the PCs in their feels. "Steer" things only in the sense of injecting drama, conflict, tension, obstacles, challenges, consequences, etc. How close is that? How far off the mark? Some pitfalls to look out for? General advice? [/QUOTE]
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