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General Tabletop Discussion
*TTRPGs General
Let's talk about "plot", "story", and "play to find out."
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<blockquote data-quote="zakael19" data-source="post: 9850209" data-attributes="member: 7044099"><p>The core of the ideas is that you don't have like, a chain of plot and events set out. You don't have "the PCs must do A, and then at some point do B, and then let's see, also C & E or else Z will happen and everybody dies!" It's about posing questions through play and seeing how or if the PCs will answer that. </p><p>"Wow, I'm really excited to see how the players deal with the portents and doom of this Threat that's going to intersect a bunch of their priorities! Guess we'll see what the dice and Moves brings!" and then you front a scene, and ask "what do you do?" over and over.</p><p></p><p></p><p></p><p>When I play Blades in the Dark, I'm genuinely curious to find out if "the fledgling crew can thrive amidst the teeming threats of rival gangs, powerful noble families, vengeful ghosts, the Bluecoats of the City Watch, and the siren song of the scoundrel’s own vices." And so in play, I bring all of that into the city, refined down via Clocks and Complications, and stuff we develop together at the table into play to ensure those "threats of rival gangs" and "vengeful ghosts" and "vices" show up and we answer the question one way or another!</p></blockquote><p></p>
[QUOTE="zakael19, post: 9850209, member: 7044099"] The core of the ideas is that you don't have like, a chain of plot and events set out. You don't have "the PCs must do A, and then at some point do B, and then let's see, also C & E or else Z will happen and everybody dies!" It's about posing questions through play and seeing how or if the PCs will answer that. "Wow, I'm really excited to see how the players deal with the portents and doom of this Threat that's going to intersect a bunch of their priorities! Guess we'll see what the dice and Moves brings!" and then you front a scene, and ask "what do you do?" over and over. When I play Blades in the Dark, I'm genuinely curious to find out if "the fledgling crew can thrive amidst the teeming threats of rival gangs, powerful noble families, vengeful ghosts, the Bluecoats of the City Watch, and the siren song of the scoundrel’s own vices." And so in play, I bring all of that into the city, refined down via Clocks and Complications, and stuff we develop together at the table into play to ensure those "threats of rival gangs" and "vengeful ghosts" and "vices" show up and we answer the question one way or another! [/QUOTE]
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Let's talk about "plot", "story", and "play to find out."
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