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<blockquote data-quote="kenada" data-source="post: 9509256" data-attributes="member: 70468"><p>I’ve trimmed your response down to these two paragraphs because they get to the heart of why I don’t think Events are analogous to kickers. If there’s something a player wants to explore, your Events system would have them add more detail while a good kicker should invite exploration. If a kicker has too much established, you’ve taken things off the table for play later. I also think that since the Keeper could have the answer show right up, it’s not quite the same either. Kickers are supposed to be a way for players to make the game about what they want, so if they get resolved immediately, then that defeats (or undermines) the point.</p><p></p><p></p><p>Do Birthsigns allow players to define their own instigating event? For example, say a character with the Wildfire Birthsign receives a letter from a courier saying that an orphanage was burnt down with the same signature style as his own flames (assuming the character chose to attune fire). That doesn’t make sense to the character since the character was home last night, but they want to find out more, so it’s time for an adventure to find out and/or stop whoever is causing this trouble. (Assume that the group, tone, etc supports this particular set up; and everyone is on board with stopping this villain.)</p><p></p><p style="text-align: center">⁂</p><p></p><p>My game uses goals for players to set the direction of play, but it’s on them to accomplish them, so they’re not really kickers. (One change I’m considering is that the two individual goals should consist of an intrinsic goal and an extrinsic one, but I don’t think that would matter.) If the players do things other than those goals, they’re simply not accomplished (as has happened a few times over our 40~50 sessions).</p><p></p><p>While the game is about the PCs, and they drive play, it’s still an adventure game at its heart. We’ll discover who the characters are by what they do, but play is not oriented around that specifically. As mentioned before, players also have very limited content authority beyond who they are and what they’d done (as recounted via their Wisdom), so inserting something to kick off play would be difficult. At best, they could pitch something like that as the campaign goal during the first session.</p></blockquote><p></p>
[QUOTE="kenada, post: 9509256, member: 70468"] I’ve trimmed your response down to these two paragraphs because they get to the heart of why I don’t think Events are analogous to kickers. If there’s something a player wants to explore, your Events system would have them add more detail while a good kicker should invite exploration. If a kicker has too much established, you’ve taken things off the table for play later. I also think that since the Keeper could have the answer show right up, it’s not quite the same either. Kickers are supposed to be a way for players to make the game about what they want, so if they get resolved immediately, then that defeats (or undermines) the point. Do Birthsigns allow players to define their own instigating event? For example, say a character with the Wildfire Birthsign receives a letter from a courier saying that an orphanage was burnt down with the same signature style as his own flames (assuming the character chose to attune fire). That doesn’t make sense to the character since the character was home last night, but they want to find out more, so it’s time for an adventure to find out and/or stop whoever is causing this trouble. (Assume that the group, tone, etc supports this particular set up; and everyone is on board with stopping this villain.) [CENTER]⁂[/CENTER] My game uses goals for players to set the direction of play, but it’s on them to accomplish them, so they’re not really kickers. (One change I’m considering is that the two individual goals should consist of an intrinsic goal and an extrinsic one, but I don’t think that would matter.) If the players do things other than those goals, they’re simply not accomplished (as has happened a few times over our 40~50 sessions). While the game is about the PCs, and they drive play, it’s still an adventure game at its heart. We’ll discover who the characters are by what they do, but play is not oriented around that specifically. As mentioned before, players also have very limited content authority beyond who they are and what they’d done (as recounted via their Wisdom), so inserting something to kick off play would be difficult. At best, they could pitch something like that as the campaign goal during the first session. [/QUOTE]
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