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Stonetop, or, Nice Village You've Got There
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<blockquote data-quote="zakael19" data-source="post: 9820565" data-attributes="member: 7044099"><p>Some things I've struggled with in the game:</p><p></p><ul> <li data-xf-list-type="ul">Time. It's really easy to fall into the classic TTRPG trap of "everything happens constantly." Stonetop really wants you "let things breathe" so that you have the time to have seasons roll past (with its attendant move(s)), obligations around town get fulfilled (oh you're the town blacksmith with all the respect and responsibility that entails? how does the town react when you're gone for 2 months straight?), and improvements can have progress made.<br /> <br /> </li> <li data-xf-list-type="ul">Following on to above, Zoom. Knowing when to let time pass, or use Love Letters to wrap a chunk of progress while posing a set of decisions that the PCs really want to either have all of happen or none of happen has helped; but I'm not great at that yet. If we spend a lot of table time on really good Homefront scenes around relationships and obligations, it feels like we might be neglecting some other aspects of play. But some of these things are <em>important</em> to zoom in on, but maybe some of this is on the players as well - I'd like to keep encouraging my players to think more about how they can say a couple of lines and pass the conversational ball rather then a somewhat unnatural set of paragraphs<br /> <br /> </li> <li data-xf-list-type="ul">Obligations. If I was doing Session 0 all over again (which I might be soon!), I'd really push the PCs into establishing how they play into the subsistence / agrarian portion of this so I can make em squirm if they neglect that. Between two groups / 8 players, I dont think anybody really picked up a craft or similar as a Possession or role, and it feels like that was a bit of a mistake. Without bonds like that, it's too easy to "hit the road."</li> </ul></blockquote><p></p>
[QUOTE="zakael19, post: 9820565, member: 7044099"] Some things I've struggled with in the game: [LIST] [*]Time. It's really easy to fall into the classic TTRPG trap of "everything happens constantly." Stonetop really wants you "let things breathe" so that you have the time to have seasons roll past (with its attendant move(s)), obligations around town get fulfilled (oh you're the town blacksmith with all the respect and responsibility that entails? how does the town react when you're gone for 2 months straight?), and improvements can have progress made. [*]Following on to above, Zoom. Knowing when to let time pass, or use Love Letters to wrap a chunk of progress while posing a set of decisions that the PCs really want to either have all of happen or none of happen has helped; but I'm not great at that yet. If we spend a lot of table time on really good Homefront scenes around relationships and obligations, it feels like we might be neglecting some other aspects of play. But some of these things are [I]important[/I] to zoom in on, but maybe some of this is on the players as well - I'd like to keep encouraging my players to think more about how they can say a couple of lines and pass the conversational ball rather then a somewhat unnatural set of paragraphs [*]Obligations. If I was doing Session 0 all over again (which I might be soon!), I'd really push the PCs into establishing how they play into the subsistence / agrarian portion of this so I can make em squirm if they neglect that. Between two groups / 8 players, I dont think anybody really picked up a craft or similar as a Possession or role, and it feels like that was a bit of a mistake. Without bonds like that, it's too easy to "hit the road." [/LIST] [/QUOTE]
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