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*Pathfinder & Starfinder
Scene Framing and "Surprising the GM" -- An Innerdudian Case Study
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<blockquote data-quote="chaochou" data-source="post: 6123227" data-attributes="member: 99817"><p>This is cool.</p><p></p><p>Character 1 wants to go to A, Character 2 wants to go to B, Character 3 wants to go to C.</p><p></p><p>Did you have a resolution method in mind when you set up this situation? What resources do the characters have to achieve the goal of persuading the others to go where they want?</p><p></p><p>My slight concern is that if the resolution is 'Players talk until there's a concensus' then whichever <em>Player </em>is willing to hold out the longest wins the argument, irrespective of <em>Character</em>. Or, to put it another way, for as long as a player is willing to say 'no' the game goes nowhere. This is a battle of wills between players: Desire to get what they want vs willingness to stop the action.</p><p></p><p>I would be tempted to add a very basic social mechanic (like, say, roll a D20 - highest roll under your Cha wins, ties roll off on a D10) so that players can fight their corner while knowing that the characters have a means of resolution. Provided they argue their case, they get a roll, once they roll they abide by the result.</p><p></p><p></p><p></p><p>This reads to me that 'Players talk until there's a concensus' was the resolution method, with Player 1 the most forceful. If you feel that may a problem going forward with this group of players I would change the resolution system.</p><p></p><p></p><p></p><p>Going straight to the dig site seems entirely reasonable to me.</p><p></p><p></p><p></p><p>I would suggest that these are not mutually exclusive. You could, for example, have a scene where the Thief is approached near the dig site by an agent of the Thieves from the North, marvelling at how fast he arrived... they've been watching this site for some time and want something very valuable stolen from it. A mysterious relic of unknown origin, etc, etc.</p><p></p><p>Character 2 overhears the camp guards talking about his missing contact going up into the mountains and not returning...</p><p></p><p>Maybe this kind of direct conflict between character goals might not suit your game or players. However, I think that with a little flexibility and creative thinking the other players' goals and motives could be linked directly to this dig in interesting ways.</p><p></p><p>My basic approach would be that they went to the dig site, so now the dig site becomes central to the drama for everyone. It's not the only way, or necessarily the best way for your friends, but I find it an exciting style when I GM for mine.</p><p></p><p>Best of luck with the game.</p></blockquote><p></p>
[QUOTE="chaochou, post: 6123227, member: 99817"] This is cool. Character 1 wants to go to A, Character 2 wants to go to B, Character 3 wants to go to C. Did you have a resolution method in mind when you set up this situation? What resources do the characters have to achieve the goal of persuading the others to go where they want? My slight concern is that if the resolution is 'Players talk until there's a concensus' then whichever [I]Player [/I]is willing to hold out the longest wins the argument, irrespective of [I]Character[/I]. Or, to put it another way, for as long as a player is willing to say 'no' the game goes nowhere. This is a battle of wills between players: Desire to get what they want vs willingness to stop the action. I would be tempted to add a very basic social mechanic (like, say, roll a D20 - highest roll under your Cha wins, ties roll off on a D10) so that players can fight their corner while knowing that the characters have a means of resolution. Provided they argue their case, they get a roll, once they roll they abide by the result. This reads to me that 'Players talk until there's a concensus' was the resolution method, with Player 1 the most forceful. If you feel that may a problem going forward with this group of players I would change the resolution system. Going straight to the dig site seems entirely reasonable to me. I would suggest that these are not mutually exclusive. You could, for example, have a scene where the Thief is approached near the dig site by an agent of the Thieves from the North, marvelling at how fast he arrived... they've been watching this site for some time and want something very valuable stolen from it. A mysterious relic of unknown origin, etc, etc. Character 2 overhears the camp guards talking about his missing contact going up into the mountains and not returning... Maybe this kind of direct conflict between character goals might not suit your game or players. However, I think that with a little flexibility and creative thinking the other players' goals and motives could be linked directly to this dig in interesting ways. My basic approach would be that they went to the dig site, so now the dig site becomes central to the drama for everyone. It's not the only way, or necessarily the best way for your friends, but I find it an exciting style when I GM for mine. Best of luck with the game. [/QUOTE]
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Scene Framing and "Surprising the GM" -- An Innerdudian Case Study
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