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How to find the "joy of prep" in PbtA games?
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<blockquote data-quote="thefutilist" data-source="post: 9458945" data-attributes="member: 7044566"><p>Ah that's a really excellent example of what you mean and it is really different to how I do it.</p><p></p><p>I'd have established in prep how far the bandits have gone and fixed that. So in this bit...</p><p></p><p><em>when they finally meet the bandit leader the players see all the violence the bandits commit, and the wanton robberies. And they say "Sheesh this bandit leader is a real dark guy, willing to do anything to get payback!" ... </em></p><p></p><p>I would have prepped it and so let's say I decided when I was creating the backstory that the bandits do robberies but avoid violence. Then I'd have to convey that clearly to the players, the bandits are avoiding violence. So not willing to do anything to get payback.</p><p></p><p>So if they then decide he's a real dark guy, then that's them expressing their characters view of the situation (just the robberies). I'd keep the bandits priorities as I'd prepped them, so he still has a heart of gold. Although honestly I'd get a bit more concrete than that (wants his fathers acknowledgement, draws a line at using violence to get it).</p><p></p><p>So in your way, you're using the players input to make the situation concrete and in my way it is concrete before they ever get there.</p><p></p><p>Now in my way there might have to be some things I make up. Like let's say for some reason I'd not really thought about the leaders relationship to his gang and it becomes pertinent. Then I'd use the prepped backstory, the rest of situation and the setting to make a constrained choice about that based on the personality of the leader. Is he the type of always get 'good' bandits who follow him, is the possible given the setting and situation? those types of questions. I wouldn't use the players input though.</p><p></p><p>I do chafe a bit at good GM's being flexible in the way you suggest. I honestly much prefer my way of doing things and would like to see it more widely adopted.</p></blockquote><p></p>
[QUOTE="thefutilist, post: 9458945, member: 7044566"] Ah that's a really excellent example of what you mean and it is really different to how I do it. I'd have established in prep how far the bandits have gone and fixed that. So in this bit... [I]when they finally meet the bandit leader the players see all the violence the bandits commit, and the wanton robberies. And they say "Sheesh this bandit leader is a real dark guy, willing to do anything to get payback!" ... [/I] I would have prepped it and so let's say I decided when I was creating the backstory that the bandits do robberies but avoid violence. Then I'd have to convey that clearly to the players, the bandits are avoiding violence. So not willing to do anything to get payback. So if they then decide he's a real dark guy, then that's them expressing their characters view of the situation (just the robberies). I'd keep the bandits priorities as I'd prepped them, so he still has a heart of gold. Although honestly I'd get a bit more concrete than that (wants his fathers acknowledgement, draws a line at using violence to get it). So in your way, you're using the players input to make the situation concrete and in my way it is concrete before they ever get there. Now in my way there might have to be some things I make up. Like let's say for some reason I'd not really thought about the leaders relationship to his gang and it becomes pertinent. Then I'd use the prepped backstory, the rest of situation and the setting to make a constrained choice about that based on the personality of the leader. Is he the type of always get 'good' bandits who follow him, is the possible given the setting and situation? those types of questions. I wouldn't use the players input though. I do chafe a bit at good GM's being flexible in the way you suggest. I honestly much prefer my way of doing things and would like to see it more widely adopted. [/QUOTE]
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