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<blockquote data-quote="pemerton" data-source="post: 6319728" data-attributes="member: 42582"><p>A lot of this is similar to how I like to GM - I set up backstory, a lot of how NPCs react is based on random rolls (typically skill checks in my game, rather than reaction rolls, but for current purposes I don't think that's a huge difference).</p><p></p><p>I think the single biggest difference, for me, would be non-random stocking and non-random encounters. In a type of continuum with my non-gargoyle mode of engaging with player planning, I have a non-gargoyle mode of setting up these elements of backstory and framing situations: I deliberately set things up to pod and proke and get responses from the players. (Not any particular sort of response - hence why I say that, like you, I'm affecting but not controlling - but some sort of reasonably passionate response.)</p><p></p><p>I think this is probably the main marker of my game being a non-exploration game.</p><p></p><p>Enough about me! [MENTION=6688858]Libramarian[/MENTION] has frequently posted that, in order to maintain interest and avoid boring bits in an exploration-based old-school game, he puts "unrealistic" amounts of wacky stuff into his sandbox. (And so, eg, has fewer empty rooms than the traditional stocking tables would suggest.) Do you have any particular approach to this issue? (Maybe you don't think there is an issue.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 6319728, member: 42582"] A lot of this is similar to how I like to GM - I set up backstory, a lot of how NPCs react is based on random rolls (typically skill checks in my game, rather than reaction rolls, but for current purposes I don't think that's a huge difference). I think the single biggest difference, for me, would be non-random stocking and non-random encounters. In a type of continuum with my non-gargoyle mode of engaging with player planning, I have a non-gargoyle mode of setting up these elements of backstory and framing situations: I deliberately set things up to pod and proke and get responses from the players. (Not any particular sort of response - hence why I say that, like you, I'm affecting but not controlling - but some sort of reasonably passionate response.) I think this is probably the main marker of my game being a non-exploration game. Enough about me! [MENTION=6688858]Libramarian[/MENTION] has frequently posted that, in order to maintain interest and avoid boring bits in an exploration-based old-school game, he puts "unrealistic" amounts of wacky stuff into his sandbox. (And so, eg, has fewer empty rooms than the traditional stocking tables would suggest.) Do you have any particular approach to this issue? (Maybe you don't think there is an issue.) [/QUOTE]
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