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<blockquote data-quote="zakael19" data-source="post: 9808181" data-attributes="member: 7044099"><p>So here's some ways I've done that in a highly narrative focused game like Blades in the Dark:</p><p></p><ul> <li data-xf-list-type="ul">Center on a goal of play through some around the table questions. In something like Blades, you've got Scores and their Targets to facilitate that.</li> <li data-xf-list-type="ul">Ask each character how they want to gather information to set the stage and gain an advantage towards the engagement roll.</li> <li data-xf-list-type="ul">The questions they ask and the results from the GI rolls lead into framing out the score.</li> <li data-xf-list-type="ul">Throughout play, use <a href="https://www.gauntlet-rpg.com/blog/paint-the-scene" target="_blank">"paint the scene" </a>style questions to bring the world to life.</li> </ul><p></p><p>For me, given starting conditions of the game and its inherent setting, plus what we've built up as the focus of play via character and crew playbooks, the game is entirely 0 prep session to session. This has worked so well that even for more conventional games I've taken the time to build that initial setting frameout with factions and areas following the BITD model to focus and impel play.</p><p></p><p>Another option is using random tables to start the prompts or conversation, perhaps by having players roll the dX and combining the results into a situation. I tend to do that a lot with Stonetop exploration when the players decide one or more of them wants to go do X that we didn't know about, the large set of nesting tables means I can look at a couple and have them roll and spin out a focused situation or complication in a hurry and see what they do.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9808181, member: 7044099"] So here's some ways I've done that in a highly narrative focused game like Blades in the Dark: [LIST] [*]Center on a goal of play through some around the table questions. In something like Blades, you've got Scores and their Targets to facilitate that. [*]Ask each character how they want to gather information to set the stage and gain an advantage towards the engagement roll. [*]The questions they ask and the results from the GI rolls lead into framing out the score. [*]Throughout play, use [URL='https://www.gauntlet-rpg.com/blog/paint-the-scene']"paint the scene" [/URL]style questions to bring the world to life. [/LIST] For me, given starting conditions of the game and its inherent setting, plus what we've built up as the focus of play via character and crew playbooks, the game is entirely 0 prep session to session. This has worked so well that even for more conventional games I've taken the time to build that initial setting frameout with factions and areas following the BITD model to focus and impel play. Another option is using random tables to start the prompts or conversation, perhaps by having players roll the dX and combining the results into a situation. I tend to do that a lot with Stonetop exploration when the players decide one or more of them wants to go do X that we didn't know about, the large set of nesting tables means I can look at a couple and have them roll and spin out a focused situation or complication in a hurry and see what they do. [/QUOTE]
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