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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="kenada" data-source="post: 8647037" data-attributes="member: 70468"><p>It’s not that they are story-based per se. It’s that they remind me of the usual pitch for a trad campaign, and that’s more specifics than I want established from the beginning. And honestly, I’m just lazy. I struggled with creating factions up front when following WWN’s campaign creation procedure because I had no idea who would be important enough to merit tracking at that level of detail. Another concern is that the players decided at the start what the campaign would be about (the “experiment”), and I fear introducing an initial threat (like a red dragon in the north) might make them think they have to go deal with that first.</p><p></p><p></p><p>That’s a pretty fair assessment, though it’s not all going to be generative. Some of the consequences will fester, and some groups that get established will have their own agendas. The players met a vampire when I ran <em>Halls of the Blood King</em>, and allowed her to return to their plane with them. She lives on their manor now. She’s also (probably) the last vampire around and is going to want to make more vampires. This is especially interesting because there’s a cleric in the party.</p><p></p><p>I’m open to ideas for managing this. I absolutely want a structure to take over the decision-making for that because it’s not something I want to author. It’s not that authored-play is bad (if that’s your thing), but I’m almost incapable of sticking to my notes. If I’m going to improvise anyway, I should lean into supporting that with tools. It also doesn’t <em>have</em> to be factions. This post prompted me to dig back into AW 2e, which dispenses with fronts in place of threat maps, and I’ve always liked threats as portrayed in AW 2e. I’ve just never been good at making them work when I tried them in other games (admittedly bodged onto them and not games that supported them natively).</p></blockquote><p></p>
[QUOTE="kenada, post: 8647037, member: 70468"] It’s not that they are story-based per se. It’s that they remind me of the usual pitch for a trad campaign, and that’s more specifics than I want established from the beginning. And honestly, I’m just lazy. I struggled with creating factions up front when following WWN’s campaign creation procedure because I had no idea who would be important enough to merit tracking at that level of detail. Another concern is that the players decided at the start what the campaign would be about (the “experiment”), and I fear introducing an initial threat (like a red dragon in the north) might make them think they have to go deal with that first. That’s a pretty fair assessment, though it’s not all going to be generative. Some of the consequences will fester, and some groups that get established will have their own agendas. The players met a vampire when I ran [I]Halls of the Blood King[/I], and allowed her to return to their plane with them. She lives on their manor now. She’s also (probably) the last vampire around and is going to want to make more vampires. This is especially interesting because there’s a cleric in the party. I’m open to ideas for managing this. I absolutely want a structure to take over the decision-making for that because it’s not something I want to author. It’s not that authored-play is bad (if that’s your thing), but I’m almost incapable of sticking to my notes. If I’m going to improvise anyway, I should lean into supporting that with tools. It also doesn’t [I]have[/I] to be factions. This post prompted me to dig back into AW 2e, which dispenses with fronts in place of threat maps, and I’ve always liked threats as portrayed in AW 2e. I’ve just never been good at making them work when I tried them in other games (admittedly bodged onto them and not games that supported them natively). [/QUOTE]
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