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Hot take: get rid of the "balanced party" paradigm
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<blockquote data-quote="kigmatzomat" data-source="post: 9587313" data-attributes="member: 9254"><p>When I see if players want to be in a game, I have the basic world events planned for 18-24 months of game sessions. I don't revise those based on party make up. I revise them based on player agency.</p><p></p><p>And honestly, when the NPCs tailor their actions to the party, it is generally NOT to the benefit of the party. </p><p></p><p>I.e. Star Wars. I have the Emperor, Vader, the Resistance and various factions' major actions planned. The Rebels will get info on how to attack the Death Star. Yoda is on Degobah.</p><p></p><p>I don't dictate means or methods. Players get to make their characters and deal with the consequences. This sometimes ends up with the heroes being "short for a stormtrooper" or lacking a character with the social skills to say something other than "everything's perfectly all right now. We're fine. We're all fine here now, thank you. How are you?"</p><p></p><p>It also means that after they blow up a Death Star and get some fame, the Empire takes advantage of Han Solo's rep to involve the Hutts when imperial spies indicate the rebela are going to Bespin.</p><p></p><p>Did I expect Luke flying off to Degobah now? No, I figured that would be after the Bespin adventure. So without a proto-Jedi to sense Vader's arrival, the Empire gets the drop on the party so Han winds up in carbonite. Then Luke shows up late and alone, suffers a critical hit and is down a hand. </p><p></p><p>Player agency comes with consequences. That's what makes it agency. I don't know what the outcome is in advance when players get involved, but I know what the NPCs would do in their absence.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 9587313, member: 9254"] When I see if players want to be in a game, I have the basic world events planned for 18-24 months of game sessions. I don't revise those based on party make up. I revise them based on player agency. And honestly, when the NPCs tailor their actions to the party, it is generally NOT to the benefit of the party. I.e. Star Wars. I have the Emperor, Vader, the Resistance and various factions' major actions planned. The Rebels will get info on how to attack the Death Star. Yoda is on Degobah. I don't dictate means or methods. Players get to make their characters and deal with the consequences. This sometimes ends up with the heroes being "short for a stormtrooper" or lacking a character with the social skills to say something other than "everything's perfectly all right now. We're fine. We're all fine here now, thank you. How are you?" It also means that after they blow up a Death Star and get some fame, the Empire takes advantage of Han Solo's rep to involve the Hutts when imperial spies indicate the rebela are going to Bespin. Did I expect Luke flying off to Degobah now? No, I figured that would be after the Bespin adventure. So without a proto-Jedi to sense Vader's arrival, the Empire gets the drop on the party so Han winds up in carbonite. Then Luke shows up late and alone, suffers a critical hit and is down a hand. Player agency comes with consequences. That's what makes it agency. I don't know what the outcome is in advance when players get involved, but I know what the NPCs would do in their absence. [/QUOTE]
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Hot take: get rid of the "balanced party" paradigm
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