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Player-driven campaigns and developing strong stories
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<blockquote data-quote="hawkeyefan" data-source="post: 8973483" data-attributes="member: 6785785"><p>Absolutely. The play itself generates things that happen and offer more to do in future play. That’s been my experience with Blades as both GM and player, and it was my experience with Spire as a GM.</p><p></p><p>Of course the GM is involved, but typically when they are prompted in some way. In Blades, as a result of a Devil’s Bargain, or a consequence from a roll, or an entanglement, or a clock that goes unaddressed and ticks full. </p><p></p><p>In my first campaign of Blades, I came up with the first score. It was based on the players’ choice of Crew ability: The Good Stuff. They came into a stash of high quality drugs that they were going to sell, so the first score was getting the stash to the place they’d sell it. I did this so that we had a simple score to deal with because we were all new to the game. After the first score, I think I made a couple suggestions for the second, and then after that the players were pursuing their own agenda. </p><p></p><p>One of the things I like about GMing Blades… and the same was true for Spire, and is also partially true for Stonetop… is that I feel the job of GM is much more reactive than in traditional play. I have to respond to what the players do and what the dice say in a more fundamental way. </p><p></p><p>On the player side, I find I feel much more proactive in these games. That I can have a plan or ideas about what we’ll do. Much more so than the typical trad game.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8973483, member: 6785785"] Absolutely. The play itself generates things that happen and offer more to do in future play. That’s been my experience with Blades as both GM and player, and it was my experience with Spire as a GM. Of course the GM is involved, but typically when they are prompted in some way. In Blades, as a result of a Devil’s Bargain, or a consequence from a roll, or an entanglement, or a clock that goes unaddressed and ticks full. In my first campaign of Blades, I came up with the first score. It was based on the players’ choice of Crew ability: The Good Stuff. They came into a stash of high quality drugs that they were going to sell, so the first score was getting the stash to the place they’d sell it. I did this so that we had a simple score to deal with because we were all new to the game. After the first score, I think I made a couple suggestions for the second, and then after that the players were pursuing their own agenda. One of the things I like about GMing Blades… and the same was true for Spire, and is also partially true for Stonetop… is that I feel the job of GM is much more reactive than in traditional play. I have to respond to what the players do and what the dice say in a more fundamental way. On the player side, I find I feel much more proactive in these games. That I can have a plan or ideas about what we’ll do. Much more so than the typical trad game. [/QUOTE]
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