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The Flavorless Game?
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<blockquote data-quote="Pbartender" data-source="post: 4651006" data-attributes="member: 7533"><p>I'm right with you there, Wulf...</p><p></p><p>In general, my games tend towards starting "bland", with only very general guidelines for what the world as a whole is like. As the game progresses, wherever the PCs go, whoever they meet and whatever they they interact with is what gets the spice... As we play, the details get added to whatever interests the players or has a direct impact on the adventure.</p><p></p><p>So, for example, while the Isle of Dread may exist in my campaign world, the fine details of its locations, inhabitants and history are generally ignored until the PCs start showing an interest in going there.</p><p></p><p>In other words, I like my flavor along the lines of "salt and pepper to taste". <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I try to encourage my players to the same with the personalities and histories of their characters... Start vague, and evolve details as we play.</p></blockquote><p></p>
[QUOTE="Pbartender, post: 4651006, member: 7533"] I'm right with you there, Wulf... In general, my games tend towards starting "bland", with only very general guidelines for what the world as a whole is like. As the game progresses, wherever the PCs go, whoever they meet and whatever they they interact with is what gets the spice... As we play, the details get added to whatever interests the players or has a direct impact on the adventure. So, for example, while the Isle of Dread may exist in my campaign world, the fine details of its locations, inhabitants and history are generally ignored until the PCs start showing an interest in going there. In other words, I like my flavor along the lines of "salt and pepper to taste". ;) I try to encourage my players to the same with the personalities and histories of their characters... Start vague, and evolve details as we play. [/QUOTE]
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