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<blockquote data-quote="Janx" data-source="post: 7651553" data-attributes="member: 8835"><p>I think D&D parties have been struggling with that problem for 40 years, BECAUSE players don't know each others goals to effectively cooperate with each other.</p><p></p><p>I think there will still be players who suck at cooperating, but putting goals into the character sheet is a start toward helping players accomodate each other.</p><p></p><p>I also like how you demonstrate taking a broad goal and breaking it down into a model for telling the story of the PC's rise to presumed success. Nobody wants a Rigid Railroad or a Boring Sandbox. The story should be based on what the player does. But to get to there, it helps if the PC has a goal that he pursues, and the GM has some guidelines on the barriers to set in his way. The 3 major stages (the stuff between Origin and Legacy) are a good way to illustrate that. If the GM envisioned reaching the Legacy stage by Level 10, then barring gross failures on the PC's part, it because obvious when to shift gears for throwing debt collectors at the 3rd level PC all the time, to finally letting them score the big haul that they get to keep so the PC moves to Stage 2 (Solvency).</p><p></p><p></p><p>Note, I use the phrase "let them". I don't think any GM should be under the illusion that PCs get what they choose to do and succeed at. A GM can throw reasonable setback after setback to hold and counter the success of a PC if he chooses, and may not even be aware that he is doing so. The PCs get rich because the GM chose to have the treasure horde actually be real and not a lie, and to not have NPCs steal it out from under them, and to not have a zillion expenses suddenly show up to eat their windfall.</p><p></p><p>Part of good storytelling (and probably GMing) is knowing when to change the state of the world to accomodate the growth of the characters.</p></blockquote><p></p>
[QUOTE="Janx, post: 7651553, member: 8835"] I think D&D parties have been struggling with that problem for 40 years, BECAUSE players don't know each others goals to effectively cooperate with each other. I think there will still be players who suck at cooperating, but putting goals into the character sheet is a start toward helping players accomodate each other. I also like how you demonstrate taking a broad goal and breaking it down into a model for telling the story of the PC's rise to presumed success. Nobody wants a Rigid Railroad or a Boring Sandbox. The story should be based on what the player does. But to get to there, it helps if the PC has a goal that he pursues, and the GM has some guidelines on the barriers to set in his way. The 3 major stages (the stuff between Origin and Legacy) are a good way to illustrate that. If the GM envisioned reaching the Legacy stage by Level 10, then barring gross failures on the PC's part, it because obvious when to shift gears for throwing debt collectors at the 3rd level PC all the time, to finally letting them score the big haul that they get to keep so the PC moves to Stage 2 (Solvency). Note, I use the phrase "let them". I don't think any GM should be under the illusion that PCs get what they choose to do and succeed at. A GM can throw reasonable setback after setback to hold and counter the success of a PC if he chooses, and may not even be aware that he is doing so. The PCs get rich because the GM chose to have the treasure horde actually be real and not a lie, and to not have NPCs steal it out from under them, and to not have a zillion expenses suddenly show up to eat their windfall. Part of good storytelling (and probably GMing) is knowing when to change the state of the world to accomodate the growth of the characters. [/QUOTE]
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