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PbP games: what works and what doesn't?
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<blockquote data-quote="Archon Basileus" data-source="post: 7418532" data-attributes="member: 6855545"><p>This campaign sounds really sweet! Increasing the range of their professions through roleplay seems to give a more personal feel, at least as I hear it from an external point of view.</p><p></p><p>My main concern is with homebrew scenarios, though. Sure it's better for evryone to use widely known material, since it makes character conception a lot easier, but personally I need to invent worlds and I love to discover what others created as I play. The only way out of the predicament, as far as I can see, is to use a mass of things already done, while creating the one relevant thing for the campaign and keeping it the only novelty. That way there's no need for huge explanations. I have tried to create entire worlds for my games, and to some extent it worked, but it served to reduce player participation at creative aspects of the world (and to be honest the one thing I'd never relinquish is intense player participation in world creation; the game is, after all, made for the players; if not, what's the point?).</p></blockquote><p></p>
[QUOTE="Archon Basileus, post: 7418532, member: 6855545"] This campaign sounds really sweet! Increasing the range of their professions through roleplay seems to give a more personal feel, at least as I hear it from an external point of view. My main concern is with homebrew scenarios, though. Sure it's better for evryone to use widely known material, since it makes character conception a lot easier, but personally I need to invent worlds and I love to discover what others created as I play. The only way out of the predicament, as far as I can see, is to use a mass of things already done, while creating the one relevant thing for the campaign and keeping it the only novelty. That way there's no need for huge explanations. I have tried to create entire worlds for my games, and to some extent it worked, but it served to reduce player participation at creative aspects of the world (and to be honest the one thing I'd never relinquish is intense player participation in world creation; the game is, after all, made for the players; if not, what's the point?). [/QUOTE]
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