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General Tabletop Discussion
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Setting Design vs Adventure Prep
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<blockquote data-quote="Ry" data-source="post: 3438802" data-attributes="member: 8314"><p>The players arrive at the game, and we sit down and do any levelling or character building that's required. That gives me some ideas of what they want to see. We chat about the relations between the characters. That gives me ideas what they want to play off of. We talk about the characters backstories (in the case of the first game), or the party's recent adventures or off-screen life (after the first game). All of these things have tons of player input, and that gives me an idea of what they're interested in doing. I take that knowledge, and a pile of these Problems, Threats, Resources, and Rewards, and I run the game. </p><p></p><p>You seem really bothered by my outcropping of rock! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Let me explain. I'm not telling the players "outcropping of rock = action point", I'm presenting it as "Hey, first to the top gets bragging rights, and here's a place where bragging rights = action point." It's just a motivation for players to have a little friendly competition, which is a nice thing to put in (i.e. a reward) after a hard struggle. </p><p></p><p>In my design, I'm very conscious of the fact that rather than there being a fantasy universe that obeys its own holodeck-like rules, there's a few 20-something guys sitting around a table trying to have fun.</p></blockquote><p></p>
[QUOTE="Ry, post: 3438802, member: 8314"] The players arrive at the game, and we sit down and do any levelling or character building that's required. That gives me some ideas of what they want to see. We chat about the relations between the characters. That gives me ideas what they want to play off of. We talk about the characters backstories (in the case of the first game), or the party's recent adventures or off-screen life (after the first game). All of these things have tons of player input, and that gives me an idea of what they're interested in doing. I take that knowledge, and a pile of these Problems, Threats, Resources, and Rewards, and I run the game. You seem really bothered by my outcropping of rock! :) Let me explain. I'm not telling the players "outcropping of rock = action point", I'm presenting it as "Hey, first to the top gets bragging rights, and here's a place where bragging rights = action point." It's just a motivation for players to have a little friendly competition, which is a nice thing to put in (i.e. a reward) after a hard struggle. In my design, I'm very conscious of the fact that rather than there being a fantasy universe that obeys its own holodeck-like rules, there's a few 20-something guys sitting around a table trying to have fun. [/QUOTE]
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