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Introducing Complications Without Forcing Players to Play the "Mother May I?" Game
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 7559353"><p>I think savage worlds is a good system. There are lots of different tools available in it you could use. You can always expand the function of bennies for example if you think that might help. </p><p></p><p>I think a lot of what Pemerton suggested handles the non-traditional side, but if you do want some traditional methods, and if what your primary interest is is connecting things to what the players interests are, you could simply talk to your players prior to the adventures about what they are interested in seeing, then build those into things like encounter tables or even tables. Even if you mix it up a bit, if you take player suggestions and use 60% in your prep, you will probably end up with something that connects to what the players like. You can also do this at the world building stage of the campaign (talking to players as you build organizations for example and incorporating their characters into them----either as potential stories or by doing things like having a key relative in their family be an important member of the order). </p><p></p><p>Another thing I've done, and not sure if you will find this useful, is I take the idea of the 20 year back story from wuxia, and do one every campaign. Basically, in every campaign, 20 years ago there was some big event involving lots of sects, people, artifacts, etc. Something that was maybe scandalous or shook up the martial world in some big way, but no one really talks about any more. You can do it one of two ways. You can have it as background stuff that might emerge if players bump into it, or, and I've done this, you can directly tie it to player histories and backgrounds. Get an idea of the kind of campaign they want, and tie some of those elements to the backstory. So for example, I had a group whose mother was secretly a great heroine involved in the 20 year back story. But she was in hiding and married to their father an apothecary. The players didn't know, but when I baked that in, I knew it was the sort of thing they were interested in seeing. When it came to light, it was a genuinely dramatic and cool moment in the campaign, and then the campaign shifted because a bunch of pepople they saw as enemies are now cast in a new light when they learned the backstory (and behaviors on the part of certain NPCs that were interepeted one way, were now interpreted another). The campaign became more about protecting their mother from being found as they tried to rebel against local authorities.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 7559353"] I think savage worlds is a good system. There are lots of different tools available in it you could use. You can always expand the function of bennies for example if you think that might help. I think a lot of what Pemerton suggested handles the non-traditional side, but if you do want some traditional methods, and if what your primary interest is is connecting things to what the players interests are, you could simply talk to your players prior to the adventures about what they are interested in seeing, then build those into things like encounter tables or even tables. Even if you mix it up a bit, if you take player suggestions and use 60% in your prep, you will probably end up with something that connects to what the players like. You can also do this at the world building stage of the campaign (talking to players as you build organizations for example and incorporating their characters into them----either as potential stories or by doing things like having a key relative in their family be an important member of the order). Another thing I've done, and not sure if you will find this useful, is I take the idea of the 20 year back story from wuxia, and do one every campaign. Basically, in every campaign, 20 years ago there was some big event involving lots of sects, people, artifacts, etc. Something that was maybe scandalous or shook up the martial world in some big way, but no one really talks about any more. You can do it one of two ways. You can have it as background stuff that might emerge if players bump into it, or, and I've done this, you can directly tie it to player histories and backgrounds. Get an idea of the kind of campaign they want, and tie some of those elements to the backstory. So for example, I had a group whose mother was secretly a great heroine involved in the 20 year back story. But she was in hiding and married to their father an apothecary. The players didn't know, but when I baked that in, I knew it was the sort of thing they were interested in seeing. When it came to light, it was a genuinely dramatic and cool moment in the campaign, and then the campaign shifted because a bunch of pepople they saw as enemies are now cast in a new light when they learned the backstory (and behaviors on the part of certain NPCs that were interepeted one way, were now interpreted another). The campaign became more about protecting their mother from being found as they tried to rebel against local authorities. [/QUOTE]
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Introducing Complications Without Forcing Players to Play the "Mother May I?" Game
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