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I want my actions to matter
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<blockquote data-quote="CleverNickName" data-source="post: 9225108" data-attributes="member: 50987"><p>I know that this discussion is trending in the direction of "narrative description" in a round-by-round sense, so please excuse my little side-trek.</p><p></p><p>When I hear my players say "I want my actions to matter," I start thinking in broader terms, about ways to make their actions ripple through the game setting and paint them in a heroic light. They are asking me to put their characters front-and-center into the game world, where their successes are celebrated and their failures are grieved. So I start thinking big: how is the world going to change once this quest ends? How will the party be remembered?</p><ul> <li data-xf-list-type="ul">Guards in town will occasionally tip their hats to the party, maybe buy them a pint at the tavern, for helping them capture an escaped villain.</li> <li data-xf-list-type="ul">Little kids will come up and ask for an autograph from "the Heroes of Sandpoint," or bring them little gifts.</li> <li data-xf-list-type="ul">That assassin that escaped three gaming sessions ago? He's back--but not to fight. They've gained his respect, and now he has a better business proposition for them.</li> <li data-xf-list-type="ul">Remember that quest last year, when the temple sent them to find a cure for a blight that was killing all the crops? The farmers have been delivering fresh vegetables to them all year long as a gesture of thanks. And this autumn, to celebrate the largest harvest in years, they are having a festival in their honor!</li> <li data-xf-list-type="ul">The Huntsman's Guild remembers all too well how the party drove that pack of werewolves off of their hunting grounds. The party will never pay for javelins and arrows ever again.</li> <li data-xf-list-type="ul">That nobleman they rescued? Turns out, his son is the town's most eligible bachelor, and he would <em>very much</em> like to meet the suave, dashing young swordsman who helped rescue his father.</li> </ul><p>Just little touches and embellishments like this can go a long way to making a campaign feel alive, or "lived in."</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 9225108, member: 50987"] I know that this discussion is trending in the direction of "narrative description" in a round-by-round sense, so please excuse my little side-trek. When I hear my players say "I want my actions to matter," I start thinking in broader terms, about ways to make their actions ripple through the game setting and paint them in a heroic light. They are asking me to put their characters front-and-center into the game world, where their successes are celebrated and their failures are grieved. So I start thinking big: how is the world going to change once this quest ends? How will the party be remembered? [LIST] [*]Guards in town will occasionally tip their hats to the party, maybe buy them a pint at the tavern, for helping them capture an escaped villain. [*]Little kids will come up and ask for an autograph from "the Heroes of Sandpoint," or bring them little gifts. [*]That assassin that escaped three gaming sessions ago? He's back--but not to fight. They've gained his respect, and now he has a better business proposition for them. [*]Remember that quest last year, when the temple sent them to find a cure for a blight that was killing all the crops? The farmers have been delivering fresh vegetables to them all year long as a gesture of thanks. And this autumn, to celebrate the largest harvest in years, they are having a festival in their honor! [*]The Huntsman's Guild remembers all too well how the party drove that pack of werewolves off of their hunting grounds. The party will never pay for javelins and arrows ever again. [*]That nobleman they rescued? Turns out, his son is the town's most eligible bachelor, and he would [I]very much[/I] like to meet the suave, dashing young swordsman who helped rescue his father. [/LIST] Just little touches and embellishments like this can go a long way to making a campaign feel alive, or "lived in." [/QUOTE]
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