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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="zakael19" data-source="post: 9678668" data-attributes="member: 7044099"><p>Not that PBTA design precludes this. We do an awful lot of setting discovery in Stonetop, it's a core component of the Agenda and Principles ("Portray and Rich and Mysterious World" / "Exploit the Setting Guide") and an XP trigger (the one that's designed to be an end-of-session reflection on "what <em>did</em> we learn about the world and its history today?" and hit nearly every time). </p><p></p><p>But the second point remains - we explore the setting <em>because</em> to do so is immediately important to the goals of what the characters desire to learn, and the hopes and concerns they want to see out of The World's End / their lives in the town of Stonetop. Does this mean that I as the GM also point towards areas of exploration that I'm curious about and want to see on the table? Of course, we share responsibility for highlighting where play goes. Plus you know, I want to give them space to hit their XP markers. </p><p></p><p>I think Stonetop is somewhat emblematic of the work you need to do to the core PBTA, AW descended design philosophy to get to an "explore the world" sort of place; and even there it's not "rootless adventurers" (although Freebooters on the Frontier does exist for that, and does the "chasing adventure for gold" while re-contextualizing GM and Player authorities far more to the GM side then most PBTAs). You do expeditions into the world because your relationships and the town you value requires it, and then you return home to let things breathe and be reminded of your obligations.</p><p></p><p>...we somehow just ticked over 40 sessions into my Monday Stonetop game, and it feels like we're barely scratching the surface of play so far.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9678668, member: 7044099"] Not that PBTA design precludes this. We do an awful lot of setting discovery in Stonetop, it's a core component of the Agenda and Principles ("Portray and Rich and Mysterious World" / "Exploit the Setting Guide") and an XP trigger (the one that's designed to be an end-of-session reflection on "what [I]did[/I] we learn about the world and its history today?" and hit nearly every time). But the second point remains - we explore the setting [I]because[/I] to do so is immediately important to the goals of what the characters desire to learn, and the hopes and concerns they want to see out of The World's End / their lives in the town of Stonetop. Does this mean that I as the GM also point towards areas of exploration that I'm curious about and want to see on the table? Of course, we share responsibility for highlighting where play goes. Plus you know, I want to give them space to hit their XP markers. I think Stonetop is somewhat emblematic of the work you need to do to the core PBTA, AW descended design philosophy to get to an "explore the world" sort of place; and even there it's not "rootless adventurers" (although Freebooters on the Frontier does exist for that, and does the "chasing adventure for gold" while re-contextualizing GM and Player authorities far more to the GM side then most PBTAs). You do expeditions into the world because your relationships and the town you value requires it, and then you return home to let things breathe and be reminded of your obligations. ...we somehow just ticked over 40 sessions into my Monday Stonetop game, and it feels like we're barely scratching the surface of play so far. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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