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Player-driven campaigns and developing strong stories
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8973417" data-attributes="member: 82106"><p>Honestly, we just have radically different ideas as to what the subject matter of 'player driven' is. I agree, a campaign which is designed around a party of bounty hunters is fine, any given organization of the PC's activity and 'calling' can be fine. I don't even think it has to be decided by the players, necessarily, at least not within the context of the game itself, they will obviously decide what sorts of games to play in. It sounds like in your case the choice was arrived at by the players/PCs after the game was initiated. That's cool! I, honestly, and not to be down on it or anything, am not really sure I see what the point of thousands of words of descriptions and inventing 100's of bounties to pursue accomplishes though. I mean, I would imagine things in some hypothetical PbtA/Dungeon World-esque setup if I ran this going something like:</p><p></p><p>OK, the players got together and built their characters, and then in the course of some sort of 'kicker' scene, they were propelled into the role of bounty hunters. Maybe I as a GM noted some character's issue with miscreants, and framed a scene where the PCs came upon some crime in progress, and got mixed up with local law enforcement (or whatever passes for it in a fantasy setting, perhaps). One thing leads to another, the party is made aware of the fact that a wanted list of criminals with bounties outstanding exists. Perhaps there is also a theme of lack of funds, so the idea of collecting said bounties also appeals. Note that this can mean different PCs enter into the venture with somewhat different goals. Coupled with some variations in 'alignment' or beliefs/bonds/etc. this can be a key part of what comes later on.</p><p></p><p>So, we now have our party, one that is potentially a bit of a powder keg, will they, can they, pull together? For how long? Will the one seeking vengeance eventually go to far? Will the one who just wants cold hard cash be at odds with the one who always seeks justice? Is the kindly one really cut out for this kind of work? And what about the authorities? Are they supportive, corrupt? Do they think of bounty hunters as worthless scum they will happily rid themselves of at some point? Is that a universally held belief, or do they have 'friends on the force'? Note that I, and/or the players, can easily mine many existing stories for these kinds of elements.</p><p></p><p>Note that the vast majority of what comes next will be, at least, inspired by player input. I'd ask "OK, did any of you spot an interesting fugitive you want to go after?" Some player(s) will respond with some ideas for people to chase down. Maybe the answer is "lets go for the guy with the biggest reward!" OK, there's probably a REASON the reward is large, he's not likely to be an easy mark! I can also kind of wing it, the game's just starting, maybe if the players are a bit slow on the immediate uptake I just frame a scene where they run into a face they've seen before, on a wanted poster! Maybe one of the players remarks "yeah, that guy is wanted for injuring a City Watchman!" Maybe there's a story here, it will likely come out. Perhaps its not all back-and-white, he was stealing bread to feed his kids, whatever. Or maybe he's just a nasty customer and its a straight up fight. Dice might help to determine which it is, tossed for various checks as the scene plays out, throwing up complications. </p><p></p><p>This is just to illustrate some things about what MY idea of 'player driven' is likely to entail. Lots of direct in-play input into the nature of the fiction, little focus on elaborate pre-plotting, etc. Not because pre-plotting is necessarily bad, it just necessarily puts that person (GM presumably) in total control of the plot. I'd probably prepare certain things in the above outlined game, now and then at least. I might construct a 'front' that amounted to a criminal organization which the PCs might have to face, and maybe another that was corrupt officials. Maybe certain cases could exist where I've devised a twist of some sort ahead of time, though it would require the players to decide to engage with that plot line. There's nothing HIDDEN in games like this, though there are things that are SURPRISING. Where would such a campaign go? I have absolutely no idea! That's the great part about it, everyone will be surprised by THAT. The characters will have to make choices, grow in depth probably, etc.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8973417, member: 82106"] Honestly, we just have radically different ideas as to what the subject matter of 'player driven' is. I agree, a campaign which is designed around a party of bounty hunters is fine, any given organization of the PC's activity and 'calling' can be fine. I don't even think it has to be decided by the players, necessarily, at least not within the context of the game itself, they will obviously decide what sorts of games to play in. It sounds like in your case the choice was arrived at by the players/PCs after the game was initiated. That's cool! I, honestly, and not to be down on it or anything, am not really sure I see what the point of thousands of words of descriptions and inventing 100's of bounties to pursue accomplishes though. I mean, I would imagine things in some hypothetical PbtA/Dungeon World-esque setup if I ran this going something like: OK, the players got together and built their characters, and then in the course of some sort of 'kicker' scene, they were propelled into the role of bounty hunters. Maybe I as a GM noted some character's issue with miscreants, and framed a scene where the PCs came upon some crime in progress, and got mixed up with local law enforcement (or whatever passes for it in a fantasy setting, perhaps). One thing leads to another, the party is made aware of the fact that a wanted list of criminals with bounties outstanding exists. Perhaps there is also a theme of lack of funds, so the idea of collecting said bounties also appeals. Note that this can mean different PCs enter into the venture with somewhat different goals. Coupled with some variations in 'alignment' or beliefs/bonds/etc. this can be a key part of what comes later on. So, we now have our party, one that is potentially a bit of a powder keg, will they, can they, pull together? For how long? Will the one seeking vengeance eventually go to far? Will the one who just wants cold hard cash be at odds with the one who always seeks justice? Is the kindly one really cut out for this kind of work? And what about the authorities? Are they supportive, corrupt? Do they think of bounty hunters as worthless scum they will happily rid themselves of at some point? Is that a universally held belief, or do they have 'friends on the force'? Note that I, and/or the players, can easily mine many existing stories for these kinds of elements. Note that the vast majority of what comes next will be, at least, inspired by player input. I'd ask "OK, did any of you spot an interesting fugitive you want to go after?" Some player(s) will respond with some ideas for people to chase down. Maybe the answer is "lets go for the guy with the biggest reward!" OK, there's probably a REASON the reward is large, he's not likely to be an easy mark! I can also kind of wing it, the game's just starting, maybe if the players are a bit slow on the immediate uptake I just frame a scene where they run into a face they've seen before, on a wanted poster! Maybe one of the players remarks "yeah, that guy is wanted for injuring a City Watchman!" Maybe there's a story here, it will likely come out. Perhaps its not all back-and-white, he was stealing bread to feed his kids, whatever. Or maybe he's just a nasty customer and its a straight up fight. Dice might help to determine which it is, tossed for various checks as the scene plays out, throwing up complications. This is just to illustrate some things about what MY idea of 'player driven' is likely to entail. Lots of direct in-play input into the nature of the fiction, little focus on elaborate pre-plotting, etc. Not because pre-plotting is necessarily bad, it just necessarily puts that person (GM presumably) in total control of the plot. I'd probably prepare certain things in the above outlined game, now and then at least. I might construct a 'front' that amounted to a criminal organization which the PCs might have to face, and maybe another that was corrupt officials. Maybe certain cases could exist where I've devised a twist of some sort ahead of time, though it would require the players to decide to engage with that plot line. There's nothing HIDDEN in games like this, though there are things that are SURPRISING. Where would such a campaign go? I have absolutely no idea! That's the great part about it, everyone will be surprised by THAT. The characters will have to make choices, grow in depth probably, etc. [/QUOTE]
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