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<blockquote data-quote="doctorbadwolf" data-source="post: 8472748" data-attributes="member: 6704184"><p>Seems like a good system for it. </p><p></p><p>I use it in Quest for Chevar because QfC has multiple eras of play, and the group/GM determine the state of the world at the beginning of a campaign, much in the same way that the McElroy's did in The Adventure Zone: Ethersea. </p><p></p><p>In their case they used The Quiet Year, but in QfC I'm building a system that speaks to the basic mechanics of game, and puts things like Contacts, Favors, and Relationships, front and center. Basically the players (which includes the GM at this point) determine how the major big events and conflicts of the previous era and several decades before the campaign played out, what the starting position of several factions are, what the state of play is in terms of relationships between the Hidden Folk and the Wise (humans who are wise to the other worlds), etc. </p><p></p><p>So if you play a campaign set in the 90's, influenced heavily by Buffy, you'd start by determining how the shadow war in the 1890's through 1930's played out, what supernatural factions are dominant in the region of play, how much major world governments know, and then zoom in further and further geographically while determining more and more recent events, until you're establishing the very recent history of the town in which the first adventure begins. If you know what basic tone of game you want, or even a type of threat you want to be prominent early on, say a teenage drama tone with vampires, you can make choices in the course of play that lead to a few different vampire cabals having risen to power in the past few decades, because of a First God who grants vampiric gifts (or even better, multiple who give very different vampiric gifts) having been nearly freed 100 years ago before a team of Rangers stopped the vampiric cultists from fully freeing these dark entities, and have PCs who are related to that old cult, to one of the First Gods, to the Rangers who stopped them, etc. </p><p></p><p>As you zoom in on Sunny Vale, CA, you can establish a string of short-lived mayors, or a guy who looks way too young for his age who has been mayor for 60 years, and one PCs mentor is the high school librarian, etc. </p><p></p><p>OTOH, you can play this part of the game <em>without</em> this forethought, and just see what happens. </p><p></p><p>It's a bit ambitious, and I don't know if we will get everything I want in it, but I'm pretty excited about it.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8472748, member: 6704184"] Seems like a good system for it. I use it in Quest for Chevar because QfC has multiple eras of play, and the group/GM determine the state of the world at the beginning of a campaign, much in the same way that the McElroy's did in The Adventure Zone: Ethersea. In their case they used The Quiet Year, but in QfC I'm building a system that speaks to the basic mechanics of game, and puts things like Contacts, Favors, and Relationships, front and center. Basically the players (which includes the GM at this point) determine how the major big events and conflicts of the previous era and several decades before the campaign played out, what the starting position of several factions are, what the state of play is in terms of relationships between the Hidden Folk and the Wise (humans who are wise to the other worlds), etc. So if you play a campaign set in the 90's, influenced heavily by Buffy, you'd start by determining how the shadow war in the 1890's through 1930's played out, what supernatural factions are dominant in the region of play, how much major world governments know, and then zoom in further and further geographically while determining more and more recent events, until you're establishing the very recent history of the town in which the first adventure begins. If you know what basic tone of game you want, or even a type of threat you want to be prominent early on, say a teenage drama tone with vampires, you can make choices in the course of play that lead to a few different vampire cabals having risen to power in the past few decades, because of a First God who grants vampiric gifts (or even better, multiple who give very different vampiric gifts) having been nearly freed 100 years ago before a team of Rangers stopped the vampiric cultists from fully freeing these dark entities, and have PCs who are related to that old cult, to one of the First Gods, to the Rangers who stopped them, etc. As you zoom in on Sunny Vale, CA, you can establish a string of short-lived mayors, or a guy who looks way too young for his age who has been mayor for 60 years, and one PCs mentor is the high school librarian, etc. OTOH, you can play this part of the game [I]without[/I] this forethought, and just see what happens. It's a bit ambitious, and I don't know if we will get everything I want in it, but I'm pretty excited about it. [/QUOTE]
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