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Not Railroad, Not Sandbox ... What else is there?
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<blockquote data-quote="gamerprinter" data-source="post: 8552996" data-attributes="member: 50895"><p>Life does, this discussion does not. Again I write one-shots as a publisher - who buys the module, runs it, who their players are and what their backstories could possibly be is outside my knowledge when I create their adventure - but I'm not writing their personal stories, which is certainly important. I look it at like<em> life</em>. Every person has their own story, their goals and dreams - that's the same thing as a character back story. Now an adventure is like life itself, in that what happens completely divorces from your personal story, rather the obstacles and opportunities you encounter, threats, responsibilities, earning a living, paying for your home and food, things that impacts you, not caused by you (now how you negotiate those becomes part of your story) - those things, in of itself aren't your personal stories, those things are life and in the game that is what the module or written adventure is, a representation of the life beyond you - it occurs separately to your personal story. Life/the adventure happens whether you have a story or not. So I'm not saying your character's personal goals aren't important, they most certainly are. But I'm determining the life outside your personal story. You control yourself, not the environment around you - I create the environment only and everybody else in it, who is not a PC. I cannot tell <em>your</em> stories, I have no idea what those are.</p><p></p><p>Note: I never create pre-gen characters, it's your responsibility to provide the PC and their backstory, not me. I write adventures, not novels.</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 8552996, member: 50895"] Life does, this discussion does not. Again I write one-shots as a publisher - who buys the module, runs it, who their players are and what their backstories could possibly be is outside my knowledge when I create their adventure - but I'm not writing their personal stories, which is certainly important. I look it at like[I] life[/I]. Every person has their own story, their goals and dreams - that's the same thing as a character back story. Now an adventure is like life itself, in that what happens completely divorces from your personal story, rather the obstacles and opportunities you encounter, threats, responsibilities, earning a living, paying for your home and food, things that impacts you, not caused by you (now how you negotiate those becomes part of your story) - those things, in of itself aren't your personal stories, those things are life and in the game that is what the module or written adventure is, a representation of the life beyond you - it occurs separately to your personal story. Life/the adventure happens whether you have a story or not. So I'm not saying your character's personal goals aren't important, they most certainly are. But I'm determining the life outside your personal story. You control yourself, not the environment around you - I create the environment only and everybody else in it, who is not a PC. I cannot tell [I]your[/I] stories, I have no idea what those are. Note: I never create pre-gen characters, it's your responsibility to provide the PC and their backstory, not me. I write adventures, not novels. [/QUOTE]
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