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Player-driven campaigns and developing strong stories
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<blockquote data-quote="bloodtide" data-source="post: 8973923" data-attributes="member: 6684958"><p>Very True. The common gamer wisdom and the view of many GMs is the game is character driven. The thought is that a GM can just say "your characters home town is under attack" and the players will jump into 100% full deep immersion to act out their characters saving their home town. Of course the vast majority of players just look at that and are like "eh, whatever".</p><p></p><p>The same way most players don't care about getting things for their character like in game non material rewards or role playing things. But players REALLY care about getting material power ups for their self insert character that is themselves. </p><p></p><p>It's rare, for a group of players to agree on some sort of group dynamic, unless it's a negative one like "lets play a bunch of Lone Wolves that hate each other and refuse to work together". Most players want things for themselves first, the group a far second and the game way, way, way beyond that.</p><p></p><p></p><p>Well, except the twist here is at least half of all players self insert themselves and play their character as themselves. </p><p></p><p></p><p></p><p>Like I said above, a great way to do a Player Driven game is Greed, or even more simply Power. Generally in-game near ultimate power. Dangle this in front of some players and watch them come running to the game and dive in with full immersion into deep role playing. It works great as a default.</p><p></p><p>"Lesser" rewards also work great. Even more so when you tailor them to the players (not the characters). Even really simple things can entice players.</p></blockquote><p></p>
[QUOTE="bloodtide, post: 8973923, member: 6684958"] Very True. The common gamer wisdom and the view of many GMs is the game is character driven. The thought is that a GM can just say "your characters home town is under attack" and the players will jump into 100% full deep immersion to act out their characters saving their home town. Of course the vast majority of players just look at that and are like "eh, whatever". The same way most players don't care about getting things for their character like in game non material rewards or role playing things. But players REALLY care about getting material power ups for their self insert character that is themselves. It's rare, for a group of players to agree on some sort of group dynamic, unless it's a negative one like "lets play a bunch of Lone Wolves that hate each other and refuse to work together". Most players want things for themselves first, the group a far second and the game way, way, way beyond that. Well, except the twist here is at least half of all players self insert themselves and play their character as themselves. Like I said above, a great way to do a Player Driven game is Greed, or even more simply Power. Generally in-game near ultimate power. Dangle this in front of some players and watch them come running to the game and dive in with full immersion into deep role playing. It works great as a default. "Lesser" rewards also work great. Even more so when you tailor them to the players (not the characters). Even really simple things can entice players. [/QUOTE]
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