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JamesonCourage's First 4e Session
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<blockquote data-quote="Manbearcat" data-source="post: 6185829" data-attributes="member: 6696971"><p>Just wanted to take a run at this one right quick. I don't know what this player's specific issue is but there seems to be an undercurrent of dissatisfaction from players who are always looking at their deployable resources before considering the fiction (rather than the inverse). So many people are driven by tangible, visual elements before them that their creative juices are stunted when lacking such cues. Even for creative players (who are fiction first and have a deeply creative reservoir), visual cues can help. To that end, I have a prop technique for you that I use at my home table. </p><p></p><p>It is basically stolen from Fate Aspects and MHRP scene Distinctions. I keep flashcards to scrawl information on when I'm running a game. When I'm running a Skill Challenge, I will write a two/three word phrase that represents the thematic, evocative elements of the scene when I frame it ("Cold, Dark Night", "Buzzing Marketplace", "Simmering Rage", "Craggy, Dead Tundra", "Playing Children", etc). This gives players visual cues to consider first (fiction-first) to riff off of when considering the environment, the situation, and their response. As the challenge evolves, I'll add more and take some away (as fitting) until it revolves itself. </p><p></p><p>If that is this player's problem, this should help.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6185829, member: 6696971"] Just wanted to take a run at this one right quick. I don't know what this player's specific issue is but there seems to be an undercurrent of dissatisfaction from players who are always looking at their deployable resources before considering the fiction (rather than the inverse). So many people are driven by tangible, visual elements before them that their creative juices are stunted when lacking such cues. Even for creative players (who are fiction first and have a deeply creative reservoir), visual cues can help. To that end, I have a prop technique for you that I use at my home table. It is basically stolen from Fate Aspects and MHRP scene Distinctions. I keep flashcards to scrawl information on when I'm running a game. When I'm running a Skill Challenge, I will write a two/three word phrase that represents the thematic, evocative elements of the scene when I frame it ("Cold, Dark Night", "Buzzing Marketplace", "Simmering Rage", "Craggy, Dead Tundra", "Playing Children", etc). This gives players visual cues to consider first (fiction-first) to riff off of when considering the environment, the situation, and their response. As the challenge evolves, I'll add more and take some away (as fitting) until it revolves itself. If that is this player's problem, this should help. [/QUOTE]
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