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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="Campbell" data-source="post: 9698281" data-attributes="member: 16586"><p>In <strong>make the characters' lives not boring </strong>the important bit is <strong>the characters' lives </strong>bit is crucial. It's about centering character and immediate situation in your decisions when you pick your next move. Sure, we can have interesting and fun games that are about things external to the characters - but like that' s not the sort of fun or interesting game this agenda is trying to realize. It means first and foremost we care about these characters and their personal journeys over exploration of the setting.</p><p></p><p>Here's how Monsterhearts lays it out for players:</p><p></p><p></p><p>And how they lay it out for the GM:</p><p></p><p></p><p>There are multiple ways to realize this specific agenda as a GM, but will manifest in very different playstyles. Our L5R (5E), Infinity and Apocalypse Keys all did it very differently. I'd say Vampire 5E does a good job out of the box reinforcing this sort of front lining of character and situation in its Chronicle Tenants and Lore Sheets. Also, in the why setting design changed.</p><p></p><p>It's about the character's live not being boring. Not about the game not being boring. It's staking a claim that we care about the creative experience of placing the characters under pressure and finding out who they are (and we will make decisions as players and GMs to get there).</p></blockquote><p></p>
[QUOTE="Campbell, post: 9698281, member: 16586"] In [B]make the characters' lives not boring [/B]the important bit is [B]the characters' lives [/B]bit is crucial. It's about centering character and immediate situation in your decisions when you pick your next move. Sure, we can have interesting and fun games that are about things external to the characters - but like that' s not the sort of fun or interesting game this agenda is trying to realize. It means first and foremost we care about these characters and their personal journeys over exploration of the setting. Here's how Monsterhearts lays it out for players: And how they lay it out for the GM: There are multiple ways to realize this specific agenda as a GM, but will manifest in very different playstyles. Our L5R (5E), Infinity and Apocalypse Keys all did it very differently. I'd say Vampire 5E does a good job out of the box reinforcing this sort of front lining of character and situation in its Chronicle Tenants and Lore Sheets. Also, in the why setting design changed. It's about the character's live not being boring. Not about the game not being boring. It's staking a claim that we care about the creative experience of placing the characters under pressure and finding out who they are (and we will make decisions as players and GMs to get there). [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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