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<blockquote data-quote="MerricB" data-source="post: 5144446" data-attributes="member: 3586"><p>To some extent, engaging with the game setting doesn't mean creating bits of it wholesale; although that is possible in some games. Instead, it means interacting it in a meaningful way so that when you return that way, it remains changed and significant to you.</p><p></p><p>For instance, I created a young girl, Penny, who was the ward of the Count of Ulek, and who was basically adopted as a mascot by the group. They used to sneak out of the castle together and go on adventures, and things like that. </p><p></p><p>A few years later, a new campaign with the same players (and one of the same characters) began in Ulek, and Penny was still there, although now on the verge of womanhood. This character was important to the players, and they were dreadfully concerned by what happened in the campaign to her. This particular campaign had a number of characters like Penny, and the engagement of the characters with the setting was fantastic to see: they wanted to protect Ulek, because they liked the characters there.</p><p></p><p>Because of this, they'd come up with schemes to help the characters that weren't dictated by myself. Although there was a strong storyline in this campaign, the essential background to it lifted it above many other games I've seen and run.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 5144446, member: 3586"] To some extent, engaging with the game setting doesn't mean creating bits of it wholesale; although that is possible in some games. Instead, it means interacting it in a meaningful way so that when you return that way, it remains changed and significant to you. For instance, I created a young girl, Penny, who was the ward of the Count of Ulek, and who was basically adopted as a mascot by the group. They used to sneak out of the castle together and go on adventures, and things like that. A few years later, a new campaign with the same players (and one of the same characters) began in Ulek, and Penny was still there, although now on the verge of womanhood. This character was important to the players, and they were dreadfully concerned by what happened in the campaign to her. This particular campaign had a number of characters like Penny, and the engagement of the characters with the setting was fantastic to see: they wanted to protect Ulek, because they liked the characters there. Because of this, they'd come up with schemes to help the characters that weren't dictated by myself. Although there was a strong storyline in this campaign, the essential background to it lifted it above many other games I've seen and run. Cheers! [/QUOTE]
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