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Running a more civilised game
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<blockquote data-quote="KidSnide" data-source="post: 5374000" data-attributes="member: 54710"><p>The details are going to depend tremendously on the particular choices of your game. However, if you want the PCs to develop meaningful relationships with NPCs, you need to give them the opportunity to repeatedly come into contact with those same NPCs. That's true regardless of the campaign.</p><p></p><p>Traditionally, when you're creating a big city campaign, you focus most of the campaign around the same city. That way the PCs repeatedly come into contact with the same people and places, which helps build knowledge of the world and relationships with the NPCs. Of course, you can have the PCs travel from city to city, but then you either need to create a travelling community (of which the PCs can be a part) or accept that they don't develop many meaningful attachments to the individual NPCs.</p><p></p><p>I guess I should also note that many GMs (new or old) can become overly attached to the idea that the players should become familiar with the awesome world the GMs have written. (I have certainly fallen into that trap on occasion.) Often, it's better to let the PCs stay in one place so the players can start to care about (and influence) the people, places and institutions of the game world. Depth can also be more important than breadth - local details that matter to the day-to-day life of the PCs can be more important than "grand" details in a location the PCs don't care about. It's nice to know the king of the kingdom 500 miles to the east, but the immersive quality of the game could be better improved by naming the best kebab cart in the city. </p><p></p><p>Also, it's great to have a whole wild (or civilized) world to explore, but the PCs don't need to visit every place in order to gain a sense of the world. Your world will be all the stronger if "strangers from a long way away" come from a place that you know something about. If the PCs eventually visit some of those places, well then, all the better. If not, you'll always have ideas of cool things that could take place there.</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 5374000, member: 54710"] The details are going to depend tremendously on the particular choices of your game. However, if you want the PCs to develop meaningful relationships with NPCs, you need to give them the opportunity to repeatedly come into contact with those same NPCs. That's true regardless of the campaign. Traditionally, when you're creating a big city campaign, you focus most of the campaign around the same city. That way the PCs repeatedly come into contact with the same people and places, which helps build knowledge of the world and relationships with the NPCs. Of course, you can have the PCs travel from city to city, but then you either need to create a travelling community (of which the PCs can be a part) or accept that they don't develop many meaningful attachments to the individual NPCs. I guess I should also note that many GMs (new or old) can become overly attached to the idea that the players should become familiar with the awesome world the GMs have written. (I have certainly fallen into that trap on occasion.) Often, it's better to let the PCs stay in one place so the players can start to care about (and influence) the people, places and institutions of the game world. Depth can also be more important than breadth - local details that matter to the day-to-day life of the PCs can be more important than "grand" details in a location the PCs don't care about. It's nice to know the king of the kingdom 500 miles to the east, but the immersive quality of the game could be better improved by naming the best kebab cart in the city. Also, it's great to have a whole wild (or civilized) world to explore, but the PCs don't need to visit every place in order to gain a sense of the world. Your world will be all the stronger if "strangers from a long way away" come from a place that you know something about. If the PCs eventually visit some of those places, well then, all the better. If not, you'll always have ideas of cool things that could take place there. -KS [/QUOTE]
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