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How Do You Tell a Group: "Maybe This Isn't for Us?"
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<blockquote data-quote="John Dallman" data-source="post: 8569279" data-attributes="member: 6999616"><p>It does sound as if giving up would be the easy way out. </p><p></p><p>The things that's difficult with mystery and intrigue is that the players need to understand the setting pretty well. and know what the moving parts are in the society around them. It sounds as if they don't have that and since they're small fry, they're worried if they try to do much they'll get their hard-to-create characters stomped. </p><p></p><p>A potential answer to that is to build up the characters a bit. Don't worry about the mystery or intrigue for a while. Turn the campaign into slice-of-life, and let them build up businesses and/or status, learning about the setting and having fun just living in the weirdness of the Old World. This will require you to regulate the supply of strangeness, so that it isn't just mundane Urban Slum: the Infection, but nor is it battling the forces of Chaos every week. When the players are confident in their ability to navigate the setting, and know what they can and can't get away with doing, <em>then</em> you start to feed them scraps of the main plot.</p></blockquote><p></p>
[QUOTE="John Dallman, post: 8569279, member: 6999616"] It does sound as if giving up would be the easy way out. The things that's difficult with mystery and intrigue is that the players need to understand the setting pretty well. and know what the moving parts are in the society around them. It sounds as if they don't have that and since they're small fry, they're worried if they try to do much they'll get their hard-to-create characters stomped. A potential answer to that is to build up the characters a bit. Don't worry about the mystery or intrigue for a while. Turn the campaign into slice-of-life, and let them build up businesses and/or status, learning about the setting and having fun just living in the weirdness of the Old World. This will require you to regulate the supply of strangeness, so that it isn't just mundane Urban Slum: the Infection, but nor is it battling the forces of Chaos every week. When the players are confident in their ability to navigate the setting, and know what they can and can't get away with doing, [i]then[/i] you start to feed them scraps of the main plot. [/QUOTE]
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