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PCs who don't seem to want to meet
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<blockquote data-quote="pemerton" data-source="post: 5666189" data-attributes="member: 42582"><p>Well, this is roughly the plot of The Treasure of the Sierra Madre. If the would-be adventurers are all down-on-their-luck, and are in a position to pool resources, then I think it can make sense.</p><p></p><p>Now admittedly The Treasure of the Sierra Madre is a fiction, but I find it hard to believe that nothing like that ever happened in real life. And even if it didn't, it is such a staple of fiction - be it treasure hunting fiction (think also The Tower of the Elephant), or jail break fiction, or anything else where the desperation of the protagonists is great and their mutual reliance essential - that I can cope with it very easily in a game.</p><p></p><p>The real puzzle - which departs from a lot of this fiction - is the continue loyalty of the PCs to one another even when the mutual reliance is no longer necessary. (At least in many games. Of posters on this board, [MENTION=29398]Lanefan[/MENTION] at least seems to play a game where the "betrayal" trope of these stories of desperate comradeship is also played out.)</p><p></p><p>Maybe I'm not following what you have in mind, but how is this railroading? At least in the typical game, where the GM has primary authority over the geography of the world and the location of various people and things within it, isn't it inevitable that the GM should specify where a given PC finds him- or herself at the start of play. I mean, without that bit of narration from the GM, how would the player begin to play his or her PC? </p><p></p><p>I take a different view, here, namely, that the GM should prepare scenarios, including the initial scenarios, in light of the PCs that the players have built. (Or, conversely, that the GM should help the players to build PCs that will fit into the adventure that s/he wants to run.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 5666189, member: 42582"] Well, this is roughly the plot of The Treasure of the Sierra Madre. If the would-be adventurers are all down-on-their-luck, and are in a position to pool resources, then I think it can make sense. Now admittedly The Treasure of the Sierra Madre is a fiction, but I find it hard to believe that nothing like that ever happened in real life. And even if it didn't, it is such a staple of fiction - be it treasure hunting fiction (think also The Tower of the Elephant), or jail break fiction, or anything else where the desperation of the protagonists is great and their mutual reliance essential - that I can cope with it very easily in a game. The real puzzle - which departs from a lot of this fiction - is the continue loyalty of the PCs to one another even when the mutual reliance is no longer necessary. (At least in many games. Of posters on this board, [MENTION=29398]Lanefan[/MENTION] at least seems to play a game where the "betrayal" trope of these stories of desperate comradeship is also played out.) Maybe I'm not following what you have in mind, but how is this railroading? At least in the typical game, where the GM has primary authority over the geography of the world and the location of various people and things within it, isn't it inevitable that the GM should specify where a given PC finds him- or herself at the start of play. I mean, without that bit of narration from the GM, how would the player begin to play his or her PC? I take a different view, here, namely, that the GM should prepare scenarios, including the initial scenarios, in light of the PCs that the players have built. (Or, conversely, that the GM should help the players to build PCs that will fit into the adventure that s/he wants to run.) [/QUOTE]
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