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<blockquote data-quote="Baron Opal II" data-source="post: 8606820" data-attributes="member: 6794067"><p>I knew we were talking past one another. I bolded key parts.</p><p></p><p></p><p>The players have 100% control; you aren't understanding what I write. But, to be fair, I just realized something.</p><p></p><p></p><p>And with you, I also just realized that the adventure you are sending Aragorn on is starting him at 10th level or something. You are assuming him created at the time of the novels when he's 80-something, not when he's 20-something just starting out as a Ranger - Lvl: 1 Race: Dunedain.</p><p></p><p>I run a sandbox game. Pemerton has explicitly stated that he does not, and I gather Hussar does not as well. That's fine; it's a stylistic choice, but I do. There are some hooks, but the players need to find motivation to go out into the world. When they do, and are exposed to more of it, they meet people and make connections.</p><p></p><p>"<strong>The players have zero control here. It's entirely on the DM.</strong> "</p><p></p><p>No, it's on the players.<em> They</em> will decide their adventure, go to the elvish forest kingdom, find an adventure, a<span style="font-size: 18px"><em>nd make connections during the adventure.</em></span> And then in a couple levels, when they return because they want the lore behind a couple of swords they found in a trove, they can leverage those connections. That's when they get to say, "Hey, Baron, we're using our contacts in the elvish kingdom to find out what's what with these swords. Who do we know?" They do not get to ask that <em><span style="font-size: 18px">until the connections are made</span></em>. If they don't have connections that they need, <em><span style="font-size: 18px">they go out an make them</span></em>.</p><p></p><p>One of my players asked me "So, there's an Empress, the Doge's run the cities, and Barons that answer to the local Doge. How do I become a Baron?" I told her that should could perform a great act that benefits the city-state. Well known, more directly adventurous routes were discovered, and she chose eliminating the undead ruler of a fallen city-state. She and the rest of the party have been going to the various city-states, helping them out, making contacts, and gathering forces. Now, they know many people from whom they can ask favors <em><span style="font-size: 18px">because they gained them through play to use later</span></em>. When they needed access to a noble's party, they didn't just pull a connection out of a hat. They went around, talked to people in their respective guilds, temples, orders, and conclaves, and figured out who needed a favor which could be parleyed into an invite.</p><p></p><p><strong>"Even if we start every PC as a 16 year old, what about friends and acquaintances from childhood?"</strong></p><p></p><p>Well, when you're first level you don't have much, do you? Really, you have your family, a mentor, and a close childhood friend. Want more? Do favors for people. They'll come to like you and will do favors for you. Because characters start at first level.</p><p></p><p>Now, sometimes, characters start a little higher for a variety of reasons. In my game characters explicitly gain contacts every 4th level. These contacts are opportunities that the players have to describe a tie they have with someone that might help them in the future. Bards and thieves gain more. And, yes, when they gain the contact they have to define them. They aren't a nebulous cloud that condenses into usefulness at need. I require forethought.</p><p></p><p><strong>"And, if the DM doesn't reference that backstory, then the player is out of luck."</strong></p><p></p><p>I guess so. But, then,<em> <span style="font-size: 18px">the player chose</span></em> to go on an adventure that has no tie to their backstory, mentor, or current contacts. Considering that the character's backstory is probably where half of beginning adventures come from, <em><span style="font-size: 18px">why in the world would I ignore the PC's backstory?</span></em> I mean, really? What would I be thinking?</p><p></p><p>Because my players are invested in my gameworld they take time to create contacts and develop friendships. Beyond mere utility, sometimes these develop into romances and marriages, terrible betrayals, and long lasting friendships.</p><p></p><p>Now, if you are deciding on a 12 chapter adventure path with the characters starting at 5th level and ending when they are 12th level? Then you give the players however many options you want. Abstract the character's past all you want. I don't mind. I don't mind if it becomes part of the rule set. I think it can be an enjoyable and worthwhile experience. I think it is more shallow than what I offer. I am surprised by your claims that your hat-trick methods allow for a deeper experience. I don't see it.</p><p></p><p>But, I run a sandbox, and <em><span style="font-size: 18px">the players, not me, decide their path</span></em>. I just determine the map and the consequences for their actions.</p><p></p><p>I hope this more clearly explains my position. I am in no way impeding, hindering, or dictating to my players. It's their game, I just administrate it.</p></blockquote><p></p>
[QUOTE="Baron Opal II, post: 8606820, member: 6794067"] I knew we were talking past one another. I bolded key parts. The players have 100% control; you aren't understanding what I write. But, to be fair, I just realized something. And with you, I also just realized that the adventure you are sending Aragorn on is starting him at 10th level or something. You are assuming him created at the time of the novels when he's 80-something, not when he's 20-something just starting out as a Ranger - Lvl: 1 Race: Dunedain. I run a sandbox game. Pemerton has explicitly stated that he does not, and I gather Hussar does not as well. That's fine; it's a stylistic choice, but I do. There are some hooks, but the players need to find motivation to go out into the world. When they do, and are exposed to more of it, they meet people and make connections. "[B]The players have zero control here. It's entirely on the DM.[/B] " No, it's on the players.[I] They[/I] will decide their adventure, go to the elvish forest kingdom, find an adventure, a[SIZE=5][I]nd make connections during the adventure.[/I][/SIZE] And then in a couple levels, when they return because they want the lore behind a couple of swords they found in a trove, they can leverage those connections. That's when they get to say, "Hey, Baron, we're using our contacts in the elvish kingdom to find out what's what with these swords. Who do we know?" They do not get to ask that [I][SIZE=5]until the connections are made[/SIZE][/I]. If they don't have connections that they need, [I][SIZE=5]they go out an make them[/SIZE][/I]. One of my players asked me "So, there's an Empress, the Doge's run the cities, and Barons that answer to the local Doge. How do I become a Baron?" I told her that should could perform a great act that benefits the city-state. Well known, more directly adventurous routes were discovered, and she chose eliminating the undead ruler of a fallen city-state. She and the rest of the party have been going to the various city-states, helping them out, making contacts, and gathering forces. Now, they know many people from whom they can ask favors [I][SIZE=5]because they gained them through play to use later[/SIZE][/I]. When they needed access to a noble's party, they didn't just pull a connection out of a hat. They went around, talked to people in their respective guilds, temples, orders, and conclaves, and figured out who needed a favor which could be parleyed into an invite. [B]"Even if we start every PC as a 16 year old, what about friends and acquaintances from childhood?"[/B] Well, when you're first level you don't have much, do you? Really, you have your family, a mentor, and a close childhood friend. Want more? Do favors for people. They'll come to like you and will do favors for you. Because characters start at first level. Now, sometimes, characters start a little higher for a variety of reasons. In my game characters explicitly gain contacts every 4th level. These contacts are opportunities that the players have to describe a tie they have with someone that might help them in the future. Bards and thieves gain more. And, yes, when they gain the contact they have to define them. They aren't a nebulous cloud that condenses into usefulness at need. I require forethought. [B]"And, if the DM doesn't reference that backstory, then the player is out of luck."[/B] I guess so. But, then,[I] [SIZE=5]the player chose[/SIZE][/I] to go on an adventure that has no tie to their backstory, mentor, or current contacts. Considering that the character's backstory is probably where half of beginning adventures come from, [I][SIZE=5]why in the world would I ignore the PC's backstory?[/SIZE][/I] I mean, really? What would I be thinking? Because my players are invested in my gameworld they take time to create contacts and develop friendships. Beyond mere utility, sometimes these develop into romances and marriages, terrible betrayals, and long lasting friendships. Now, if you are deciding on a 12 chapter adventure path with the characters starting at 5th level and ending when they are 12th level? Then you give the players however many options you want. Abstract the character's past all you want. I don't mind. I don't mind if it becomes part of the rule set. I think it can be an enjoyable and worthwhile experience. I think it is more shallow than what I offer. I am surprised by your claims that your hat-trick methods allow for a deeper experience. I don't see it. But, I run a sandbox, and [I][SIZE=5]the players, not me, decide their path[/SIZE][/I]. I just determine the map and the consequences for their actions. I hope this more clearly explains my position. I am in no way impeding, hindering, or dictating to my players. It's their game, I just administrate it. [/QUOTE]
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