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The Art and Science of Worldbuilding For Gameplay [+]
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<blockquote data-quote="payn" data-source="post: 9140229" data-attributes="member: 90374"><p>That is an interesting question, and I know you asked aco175, but id like to answer too. My answer is both before and after PCs have been decided. I start with a basic foundation, with eventual metaplot potential that can be fulfilled by any combination of characters. Once play starts, however, I also like to organically weave in bits for specific PCs. With a solid foundational metaplot in place, any character specific piece can die on the vine with the character and the game can go on.</p><p></p><p>To make this conducive to play, I like to lean on sandbox style with a overreaching goal. Something that will take the players many sessions to complete. The<em> Pirates of Drinax</em> Traveller campaign is a very good example of this. The characters are given a powerful ship, but are tasked with grabbing a seat of power in a vast region of space in flux. They can be pirates (obviously), diplomats, saboteurs, corporate overlords, etc... The players are always working towards the meta goal, but players can have individual goals like developing new nano-technology, uncovering secrets about the long lost Ancients civilization, building a custom ship, etc...</p></blockquote><p></p>
[QUOTE="payn, post: 9140229, member: 90374"] That is an interesting question, and I know you asked aco175, but id like to answer too. My answer is both before and after PCs have been decided. I start with a basic foundation, with eventual metaplot potential that can be fulfilled by any combination of characters. Once play starts, however, I also like to organically weave in bits for specific PCs. With a solid foundational metaplot in place, any character specific piece can die on the vine with the character and the game can go on. To make this conducive to play, I like to lean on sandbox style with a overreaching goal. Something that will take the players many sessions to complete. The[I] Pirates of Drinax[/I] Traveller campaign is a very good example of this. The characters are given a powerful ship, but are tasked with grabbing a seat of power in a vast region of space in flux. They can be pirates (obviously), diplomats, saboteurs, corporate overlords, etc... The players are always working towards the meta goal, but players can have individual goals like developing new nano-technology, uncovering secrets about the long lost Ancients civilization, building a custom ship, etc... [/QUOTE]
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