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ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
Community
General Tabletop Discussion
*TTRPGs General
Let's Talk About "Intended Playstyle"
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<blockquote data-quote="zarionofarabel" data-source="post: 9871494" data-attributes="member: 7026405"><p>It depends greatly on the goals the players come up with. If a PCs goal is to explore the world, then exploring the world is not only possible, but required. There is no real restrictions on the goals the players can designate. They can be as short term, practical, and achievable, as you can imagine. They can also be as long term, metaphorical, and even as unachievable* as you can imagine. Plus, each PC can have up to three goals (encouraged), but must always have at least one. An additional aspect that is not codified, but is often recommended, is to have each goal a PC has always apply to a specific aspect of play. The most common form is to have one goal be tied to something the whole group is interested in (to foster cooperative play), one goal tied to another PC (to foster interparty dynamics/conflict), and a purely personal goal (to foster individual play, or conflict with the group as a whole).</p><p></p><p>* - Remember, it's overcoming challenges pertaining to the goal, not completing the goal, that gets you that sweet sweet XP.</p><p></p><p>I don't think one, as a GM in BW, would need to stop making "world events" happen to still be playing properly. What it means however is that the GM can't railroad the players into engaging with an aspect of the world they are not interested in engaging with. Not everything has to be specific to the players, but any engagement with aspects of the world the GM creates that don't specifically pertain to the PCs stated goals, only matter if the players choose to pursue goals that pertain to those aspects. If the GM adds something to the world that the players don't care about and don't make goals for, what does the GM do? Railroad them into dealing with said things?</p></blockquote><p></p>
[QUOTE="zarionofarabel, post: 9871494, member: 7026405"] It depends greatly on the goals the players come up with. If a PCs goal is to explore the world, then exploring the world is not only possible, but required. There is no real restrictions on the goals the players can designate. They can be as short term, practical, and achievable, as you can imagine. They can also be as long term, metaphorical, and even as unachievable* as you can imagine. Plus, each PC can have up to three goals (encouraged), but must always have at least one. An additional aspect that is not codified, but is often recommended, is to have each goal a PC has always apply to a specific aspect of play. The most common form is to have one goal be tied to something the whole group is interested in (to foster cooperative play), one goal tied to another PC (to foster interparty dynamics/conflict), and a purely personal goal (to foster individual play, or conflict with the group as a whole). * - Remember, it's overcoming challenges pertaining to the goal, not completing the goal, that gets you that sweet sweet XP. I don't think one, as a GM in BW, would need to stop making "world events" happen to still be playing properly. What it means however is that the GM can't railroad the players into engaging with an aspect of the world they are not interested in engaging with. Not everything has to be specific to the players, but any engagement with aspects of the world the GM creates that don't specifically pertain to the PCs stated goals, only matter if the players choose to pursue goals that pertain to those aspects. If the GM adds something to the world that the players don't care about and don't make goals for, what does the GM do? Railroad them into dealing with said things? [/QUOTE]
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Community
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Let's Talk About "Intended Playstyle"
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