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<blockquote data-quote="steenan" data-source="post: 6196368" data-attributes="member: 23240"><p>I played and ran many player-driven games. Currently I rarely if ever run pre-plotted games.</p><p></p><p>Some tools that support this playstyle are:</p><p></p><p>1. Collaborative setting creation, used in several games based on Fate or Apocalypse World. By basing various NPCs and setting elements on players' ideas makes them invested in the game - players have things/persons they care for and things/persons they hate from the very beginning. It also significantly reduces campaign prep for the GM.</p><p></p><p>2. In the same vein, collaborative party creation. Sit players together and have them discuss what they want to do in the game first, then create individual characters and relations between them. In plot-driven game you can have characters that have nothing in common, but are just pulled in by the events. In player-driven game they need to have good reasons to work together.</p><p></p><p>3. Mistborn Adventure Game has players devise their plans (goals, resources to be used, expected troubles), write them down and present to the GM. If the plan is successful, it's rewarded with additional XP. This gives players a tool to drive the game in their preferred direction and eases the prep for the GM.</p><p></p><p>4. In the same game, the main source of XP for each character is overcoming a personal tragedy and bringing personal destiny to fruition. Tragedy and destiny are things that each player determines during character creation and that tie them to other characters and NPCs. This way, the game makes sure that PCs have reasons to act and change things.</p><p></p><p>5. Nobilis use "projects" to encourage player proactivity. A project is a goal to be achieved and a rough sketch of a way of achieving it. The goal may be character advancement (gaining new powers and gifts), changing relations with somebody, changing the setting in some way (even a major one). What's important is that the GM determines the scale of the project, but then the system guarantees that the goal will be achieved within a known number of significant actions the PC takes. In other words, if a player wants to do something, they are sure it can be done.</p></blockquote><p></p>
[QUOTE="steenan, post: 6196368, member: 23240"] I played and ran many player-driven games. Currently I rarely if ever run pre-plotted games. Some tools that support this playstyle are: 1. Collaborative setting creation, used in several games based on Fate or Apocalypse World. By basing various NPCs and setting elements on players' ideas makes them invested in the game - players have things/persons they care for and things/persons they hate from the very beginning. It also significantly reduces campaign prep for the GM. 2. In the same vein, collaborative party creation. Sit players together and have them discuss what they want to do in the game first, then create individual characters and relations between them. In plot-driven game you can have characters that have nothing in common, but are just pulled in by the events. In player-driven game they need to have good reasons to work together. 3. Mistborn Adventure Game has players devise their plans (goals, resources to be used, expected troubles), write them down and present to the GM. If the plan is successful, it's rewarded with additional XP. This gives players a tool to drive the game in their preferred direction and eases the prep for the GM. 4. In the same game, the main source of XP for each character is overcoming a personal tragedy and bringing personal destiny to fruition. Tragedy and destiny are things that each player determines during character creation and that tie them to other characters and NPCs. This way, the game makes sure that PCs have reasons to act and change things. 5. Nobilis use "projects" to encourage player proactivity. A project is a goal to be achieved and a rough sketch of a way of achieving it. The goal may be character advancement (gaining new powers and gifts), changing relations with somebody, changing the setting in some way (even a major one). What's important is that the GM determines the scale of the project, but then the system guarantees that the goal will be achieved within a known number of significant actions the PC takes. In other words, if a player wants to do something, they are sure it can be done. [/QUOTE]
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