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<blockquote data-quote="Nagol" data-source="post: 5405059" data-attributes="member: 23935"><p>Dropping a bunch of players into a campaign universe where the players haven't discussed/expressed a desire for a particular direction can be a frustrating experience for both the players and GM.</p><p></p><p>I've always found that especially true with some systems, like Traveller, where character growth/advancement isn't tied to explicit game constructs and in fact where some in-game constructs present impediments to risk-taking. The best way I've found around that problem is to build a common goal into the gaming contract. "Let's play a group of Imperium trouble-shooters sent to subtly undermine the growing seccessionist activity in this sector!" or other common goal often works better than "Let's play Traveller, stat rolling!"</p><p></p><p>The explicit gaming contract doesn't undercut PC agency or free will, but it does focus the players into particular choices for PC design and GM expectation. </p><p></p><p></p><p></p><p>I have NPCs with motivations and plans -- that's part of the world. There are often too many things for the PCs to interact with or learn about -- the PCs have to make hard choices how to spend their time. I plan all the time: what particular locations are like, what NPC actions will cause events, what situations will develop around the PCs, when will the PCs hear about events further afield, and how the world reacts to recent PC action. In other words, your campaign sounds much like a sandbox.</p><p></p><p>What I don't do is have any preconceived expectation as to how (or if) the PCs will resolve a situation. How a situation develops will simply affect the world and possibly have further consequence in situation development. This is where a sandbox veers away from an Adventure Path or other linear adventure design. I don't know that the Baron will escape with the magic doodad and the PCs now have to rush to stop him before the next new moon. I do know that the Baron is only concerned about the magic doodad and will attempt to escape with it. if he manages to get free then he plans to use it before the next new moon at a particalr location and here is his route and timeline.</p></blockquote><p></p>
[QUOTE="Nagol, post: 5405059, member: 23935"] Dropping a bunch of players into a campaign universe where the players haven't discussed/expressed a desire for a particular direction can be a frustrating experience for both the players and GM. I've always found that especially true with some systems, like Traveller, where character growth/advancement isn't tied to explicit game constructs and in fact where some in-game constructs present impediments to risk-taking. The best way I've found around that problem is to build a common goal into the gaming contract. "Let's play a group of Imperium trouble-shooters sent to subtly undermine the growing seccessionist activity in this sector!" or other common goal often works better than "Let's play Traveller, stat rolling!" The explicit gaming contract doesn't undercut PC agency or free will, but it does focus the players into particular choices for PC design and GM expectation. I have NPCs with motivations and plans -- that's part of the world. There are often too many things for the PCs to interact with or learn about -- the PCs have to make hard choices how to spend their time. I plan all the time: what particular locations are like, what NPC actions will cause events, what situations will develop around the PCs, when will the PCs hear about events further afield, and how the world reacts to recent PC action. In other words, your campaign sounds much like a sandbox. What I don't do is have any preconceived expectation as to how (or if) the PCs will resolve a situation. How a situation develops will simply affect the world and possibly have further consequence in situation development. This is where a sandbox veers away from an Adventure Path or other linear adventure design. I don't know that the Baron will escape with the magic doodad and the PCs now have to rush to stop him before the next new moon. I do know that the Baron is only concerned about the magic doodad and will attempt to escape with it. if he manages to get free then he plans to use it before the next new moon at a particalr location and here is his route and timeline. [/QUOTE]
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