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General Tabletop Discussion
*TTRPGs General
'Heroic' games and the setting of tone in games
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<blockquote data-quote="boredgremlin" data-source="post: 2647530" data-attributes="member: 31646"><p>I would say i am most influenced by stephen king and micheal morlock. I create worlds and situations, not alignment tones. Such and such invasion is happening, or assassination, or dark long imprisoned fiend rising from a crypt. </p><p></p><p> I may push characters in one direction or another but i never punish them for being what they want to play and what they feel follows the characters developement. The only exception to this is when it creates inter-party turmoil. In those cases i try to arrange a resolution. Otherwise what characters do they do. I have the timeline and powers set up, what the players do determines how they fit in and what might happen but not the world itself. </p><p></p><p> I took out all the alignment specific spells or made them more focused and less general. I dont even ask players thier alignment or expect them to write it down. I tell them they all start nuetral and campaign choices will direct where they actually stand. If they want to pick and alignment and try to play it then thats fine. But it has no game affects beyond thier players roleplaying decisions and some fluffy plot stuff. I find it makes heroes more heroic. They arent heroes because they wrote lawful good on a sheet, they are heroes becuase they choose heroic things and they knew the whole time that it was thier choice what to do and how to do it.</p></blockquote><p></p>
[QUOTE="boredgremlin, post: 2647530, member: 31646"] I would say i am most influenced by stephen king and micheal morlock. I create worlds and situations, not alignment tones. Such and such invasion is happening, or assassination, or dark long imprisoned fiend rising from a crypt. I may push characters in one direction or another but i never punish them for being what they want to play and what they feel follows the characters developement. The only exception to this is when it creates inter-party turmoil. In those cases i try to arrange a resolution. Otherwise what characters do they do. I have the timeline and powers set up, what the players do determines how they fit in and what might happen but not the world itself. I took out all the alignment specific spells or made them more focused and less general. I dont even ask players thier alignment or expect them to write it down. I tell them they all start nuetral and campaign choices will direct where they actually stand. If they want to pick and alignment and try to play it then thats fine. But it has no game affects beyond thier players roleplaying decisions and some fluffy plot stuff. I find it makes heroes more heroic. They arent heroes because they wrote lawful good on a sheet, they are heroes becuase they choose heroic things and they knew the whole time that it was thier choice what to do and how to do it. [/QUOTE]
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