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Player-driven campaigns and developing strong stories
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<blockquote data-quote="Yora" data-source="post: 8973190" data-attributes="member: 6670763"><p>I think what's important is not so much that the players have a talent or developed skills at crafting engaging stories, but investment into the setting and its conflicts. When playing a game, the players are not (or at least should not be) attempting to create a series of events that will make compelling retellings. Instead the goal is to create excitement and engagement in the moment as things unfold. If it turns out to be a "you would have to be there to get it" story in which nothing of consequence happened and no progress was made, that's fine. If tension and engagement are high as the events are happening, that is all the success that matters.</p><p></p><p>Tension, and in many cases immersion, comes when the stakes are high. And stakes become stakes when the players are invested into what happens to the people involved. We can assume that players are always invested in their own PCs (though that's not even a given), but if that's their only investment then they have reasonable motivation to keep their characters out of harm. Which means not being proactive and remaining reactive by continuing to escape from risk. Getting invested in the fate of people and places to the point that avoidable risk to the PCs become a worthy trade is what I believe is the key to get players to proactively go on the offense against the people they perceive as antagonists.</p><p></p><p>How to get them invested is the big puzzle to solve.</p></blockquote><p></p>
[QUOTE="Yora, post: 8973190, member: 6670763"] I think what's important is not so much that the players have a talent or developed skills at crafting engaging stories, but investment into the setting and its conflicts. When playing a game, the players are not (or at least should not be) attempting to create a series of events that will make compelling retellings. Instead the goal is to create excitement and engagement in the moment as things unfold. If it turns out to be a "you would have to be there to get it" story in which nothing of consequence happened and no progress was made, that's fine. If tension and engagement are high as the events are happening, that is all the success that matters. Tension, and in many cases immersion, comes when the stakes are high. And stakes become stakes when the players are invested into what happens to the people involved. We can assume that players are always invested in their own PCs (though that's not even a given), but if that's their only investment then they have reasonable motivation to keep their characters out of harm. Which means not being proactive and remaining reactive by continuing to escape from risk. Getting invested in the fate of people and places to the point that avoidable risk to the PCs become a worthy trade is what I believe is the key to get players to proactively go on the offense against the people they perceive as antagonists. How to get them invested is the big puzzle to solve. [/QUOTE]
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