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JamesonCourage Is Starting A 4e Game; Looking For Pointers
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<blockquote data-quote="Manbearcat" data-source="post: 6176996" data-attributes="member: 6696971"><p>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.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6176996, member: 6696971"] 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. [/QUOTE]
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JamesonCourage Is Starting A 4e Game; Looking For Pointers
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