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Player-driven campaigns and developing strong stories
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8974108" data-attributes="member: 82106"><p>I don't think its necessarily a bad idea. As I've said before, I think player-driven games are not limited to a specific type of setup. It has more to do with how the game gets steered and to what degree it engages specifically with the characters and brings out specific conflicts and whatnot. So, for instance, a BitD campaign could absolutely start with "We're deep in hock to The Hive." The players actually are supposed to pick a sort of initial situation where they pick enemies and allies, etc. at the start of play. In that game you are a crew, already, but a very small 'tier 0' crew, which means your 'scale' is like 1-10 people, including several PCs. I think you get a single cohort (a gang generally) that works for your crew. You definitely get an enemy! I think the GM or the setting itself, could also posit a starting situation like this, but in that case it probably is more of a background circumstance that the GM uses now and then. Like such a thing could be a DW Front. Now and then the 'boss' sends a couple leg breakers after the PCs to 'collect'. It would certainly be a reasonably workable idea. </p><p></p><p>However, a situation like this shouldn't 'suck the air out' of the entire game, at least not unless the players really go for it. Like if the players totally focus on the need to get that payment, and have their characters focus on the possible consequences of paying and not paying, etc. and just really make that THE THING, then hey, go with it! I mean, the loan sharks kidnap Gramma, they frame one of the PCs, they turn your friend against you, whatever. If OTOH the players are like "yeah, well, we'll deal with them in good stead" and go off and start up some unrelated adventure or something, then let it lie. Maybe later at some point when you owe them a hard move one of these thugs shows up at an inopportune moment, but they're probably not going to be a big focus of the game.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8974108, member: 82106"] I don't think its necessarily a bad idea. As I've said before, I think player-driven games are not limited to a specific type of setup. It has more to do with how the game gets steered and to what degree it engages specifically with the characters and brings out specific conflicts and whatnot. So, for instance, a BitD campaign could absolutely start with "We're deep in hock to The Hive." The players actually are supposed to pick a sort of initial situation where they pick enemies and allies, etc. at the start of play. In that game you are a crew, already, but a very small 'tier 0' crew, which means your 'scale' is like 1-10 people, including several PCs. I think you get a single cohort (a gang generally) that works for your crew. You definitely get an enemy! I think the GM or the setting itself, could also posit a starting situation like this, but in that case it probably is more of a background circumstance that the GM uses now and then. Like such a thing could be a DW Front. Now and then the 'boss' sends a couple leg breakers after the PCs to 'collect'. It would certainly be a reasonably workable idea. However, a situation like this shouldn't 'suck the air out' of the entire game, at least not unless the players really go for it. Like if the players totally focus on the need to get that payment, and have their characters focus on the possible consequences of paying and not paying, etc. and just really make that THE THING, then hey, go with it! I mean, the loan sharks kidnap Gramma, they frame one of the PCs, they turn your friend against you, whatever. If OTOH the players are like "yeah, well, we'll deal with them in good stead" and go off and start up some unrelated adventure or something, then let it lie. Maybe later at some point when you owe them a hard move one of these thugs shows up at an inopportune moment, but they're probably not going to be a big focus of the game. [/QUOTE]
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