I can't recall if anyone mentioned it here (I suspect they did), but one of the greatest narrative tools that players have to co-author the fiction is Quests. D&D has always had quests front and center. However, 4e explicitly made them into narrative authority tools and part of the xp gain/leveling paradigm. Page 102/3 in the DMG speak to Quests and advise to bring your players in on what their quests are as it focuses thematic play towards a coherent end; you know what their goals are and you are specifically providing (i) content through which they can actualize them and (ii) mechanical incentive to pursue them. I like to go a bit further in this technique and let my players write major quests and minor quests and present them to me, basically as reverse hooks. Further, I like to get the players involved with each other and have them each write a minor quest for the person to the left of them that relates expressly to their own PC's interests (either furthering them or competing against them in some minor way). Its similar to the way Aspects are created in Fate's system. Its narrative authority which declares a coherent and explicit (between GM and player) content wish-list and a binding tie between the players.
I kind of like the idea of quests, so I'll look into them. I've seen them mentioned before, and they've sounded like a distinctly 4e thing (when it comes to D&D editions), so I think it'd be cool to give it a try. I'm not nearly as into laying out the narrative path we'll take as you seem to be (going over broad story arcs for PCs before the game goes underway, if I remember correctly), but that doesn't mean I can't use 4e quests in a more "traditional" way with the players. Getting an idea for what they want to do will help me, and probably them (since 1 player has limited experience, and the other 2 potential players would have none). Thanks for the idea
Haha, I love this.

You illustrate my point about 4e's "power-think" really well. Power-think is my short-hand for describing the tendency of players in 4e to forget to improvise and to become hyper-focused on their PC's powers. It's one of the things I really dislike about 4e.
As long as the players use their powers to engage with the fiction, I think I'll be broadly okay. But, I don't want them to get too focused on them, so yes, I think the added power will be useful, and I'm glad he mentioned it.
I've seen it happen in my group, groups I've dropped in with, at D&D Encounters, and heard others' anecdotes enough to conclude that it's not just my group. A lot of gaming groups running 4e experience trouble with "power-think". I think moreso than other editions, a 4e DM needs to invest energy into countering this trend, whether by reminding players, setting up scenarios early on that require outside-of-the-box thinking, using page 42 in lieu of powers for the first adventure, or doing as @
Klaus suggests and making "Improvise" power cards.
If this many people are like that, I'll try to add the power for sure. Again, I'm not too worried about it, but it won't hurt, and might help a lot.
I think @
JamesonCourage you mentioned that you have some new players and one old school player? Maybe your old school player can lead by example on the improvisation?
Yes. I have one for sure player who has played 3.X extensively, but I'm not sure about systems prior to that (he's 26 years old), though I'm pretty sure he's at least dabbled in previous editions. He also played 4e for a few months with the other for sure player, but the game fell apart. The other player has only played D&D once, and it was 4e for a few months, though she loved it, and is the one providing the books for me (she bought some when I finally caved and said I'd run a game for them). The other two players have never played D&D before (or RP'd, to my knowledge), but have some related experience (video games) or tactical experience (Magic: The Gathering).
So, I'll probably talk to the guy who played 3.X for years (at least 9), and see if he can try to help them out by example, yes. He's fairly new to 4e, too, though. Even though he says he likes 3.X more, overall, he says that he wouldn't want to play it again after playing 4e. He likes the nuances of 3.X, but he apparently greatly enjoys the simplified areas of 4e, and thinks it had a lot of room to grow (he was upset when I mentioned that 5e was in the works for a long while now).
At any rate, thanks for the feedback on this stuff! I'm very glad the thread is alive, and hopefully it'll pick up more once I digest some of the books and ask for feedback. I'll probably start a new thread after my first session (with a link to this one), unless there's any reason to keep it in this thread. Thanks Quickleaf (and everyone)! Keep the useful posts coming to this new 4e DM
