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How to find the "joy of prep" in PbtA games?
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<blockquote data-quote="RenleyRenfield" data-source="post: 9453309" data-attributes="member: 7044197"><p>I run PBTA games every week now for many years. My prep its <em>"What is the world up to?" </em></p><p></p><p>By that I mean, I think of what the goals of the main NPCs are, and how they might attempt to achieve those goals, an what assets they have to use. I make notes around such and then... </p><p></p><p>When it comes time to run the game, I set a scene with the player characters up to whatever is relevant at the moment. If they are between drama, then I seed the scene with open-ended questions which hint at their place in the overall world/plots. "Why is your character crushing a photo of someone in their hand over and over? Who is in the photo?" or "You are our looking for a charming date, and someone you know will be trouble starts to flirt with you, why do you return the flirtations anyway?" and so on.... </p><p></p><p>Once the player characters are doing whatever it is they want to, I let them see the NPCs of the world doing whatever it is they are up to (or the ripple effects of such actions). Just the starting events right? </p><p></p><p>Then I let the PCs go poke around, shove their nose it, or ignore as they wish. The game just snowballs from there. </p><p></p><p>Every so often, if they ignore a plot the NPCs are doing which I feel will be relevant to the PCs, I describe a vignette of something going on "off camera". Or I let a NPC close to the player characters talk about how their life has been impacted by the NPCs plots. </p><p></p><p>...</p><p></p><p>TL/DR </p><p>I let my NPCs talk and act and make lots of NPCs for the PCs to also talk with, trusted, loved, hated, and otherwise. The more the players talk to people in the world, the easier it is for me to prep what the world is doing and set up drama/plots.</p></blockquote><p></p>
[QUOTE="RenleyRenfield, post: 9453309, member: 7044197"] I run PBTA games every week now for many years. My prep its [I]"What is the world up to?" [/I] By that I mean, I think of what the goals of the main NPCs are, and how they might attempt to achieve those goals, an what assets they have to use. I make notes around such and then... When it comes time to run the game, I set a scene with the player characters up to whatever is relevant at the moment. If they are between drama, then I seed the scene with open-ended questions which hint at their place in the overall world/plots. "Why is your character crushing a photo of someone in their hand over and over? Who is in the photo?" or "You are our looking for a charming date, and someone you know will be trouble starts to flirt with you, why do you return the flirtations anyway?" and so on.... Once the player characters are doing whatever it is they want to, I let them see the NPCs of the world doing whatever it is they are up to (or the ripple effects of such actions). Just the starting events right? Then I let the PCs go poke around, shove their nose it, or ignore as they wish. The game just snowballs from there. Every so often, if they ignore a plot the NPCs are doing which I feel will be relevant to the PCs, I describe a vignette of something going on "off camera". Or I let a NPC close to the player characters talk about how their life has been impacted by the NPCs plots. ... TL/DR I let my NPCs talk and act and make lots of NPCs for the PCs to also talk with, trusted, loved, hated, and otherwise. The more the players talk to people in the world, the easier it is for me to prep what the world is doing and set up drama/plots. [/QUOTE]
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