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The Triggering of the Human Imagination
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<blockquote data-quote="SteveC" data-source="post: 4807360" data-attributes="member: 9053"><p>Jack: once again, great thread.</p><p></p><p>In thinking about it I must admit that I don't have any direct, repeatable advice to give, but let me give it a shot anyway.</p><p></p><p>What I've found is that it all starts with the GM being really aware and excited about the world or adventure they've created. In this case I mean a palpable excitement to his presentation of the world and everything about it.</p><p></p><p>If that's done really well, it can be infectious, and the players can get caught up into it. The second part of that, and this is the most important part, is that when the players ask "what about this?" or "given that, can I do this?" the GM has to riff off of it and keep things building. In this way it's like music when you see a group that's really talented start to jam, and the whole can become greater than the sum of the parts.</p><p></p><p>I used to run a campaign called Sword of Virtues, and I told the players that there were mysteries and truths to the campaign on a BIG scale, and if they were interested, those things would be out there for them to discover, and more importantly, become a part of. Then I put out some unusual campaign qualities, and let the players pick the ones they were interested in and go have fun with them.</p><p></p><p>The way I decided to do this was to have big questions of how the universe worked not spelled out directly for people, but rather be a point of debate much as it is in the real world. When I found issues that interested the players, they added this debate, and the game took on an unusual "search for truth" quality that I didn't really expect it to have.</p><p></p><p>That was one group of players and a particular riff we developed. I'm sure another group would have found something entirely different to go into depth with.</p><p></p><p>--Steve</p></blockquote><p></p>
[QUOTE="SteveC, post: 4807360, member: 9053"] Jack: once again, great thread. In thinking about it I must admit that I don't have any direct, repeatable advice to give, but let me give it a shot anyway. What I've found is that it all starts with the GM being really aware and excited about the world or adventure they've created. In this case I mean a palpable excitement to his presentation of the world and everything about it. If that's done really well, it can be infectious, and the players can get caught up into it. The second part of that, and this is the most important part, is that when the players ask "what about this?" or "given that, can I do this?" the GM has to riff off of it and keep things building. In this way it's like music when you see a group that's really talented start to jam, and the whole can become greater than the sum of the parts. I used to run a campaign called Sword of Virtues, and I told the players that there were mysteries and truths to the campaign on a BIG scale, and if they were interested, those things would be out there for them to discover, and more importantly, become a part of. Then I put out some unusual campaign qualities, and let the players pick the ones they were interested in and go have fun with them. The way I decided to do this was to have big questions of how the universe worked not spelled out directly for people, but rather be a point of debate much as it is in the real world. When I found issues that interested the players, they added this debate, and the game took on an unusual "search for truth" quality that I didn't really expect it to have. That was one group of players and a particular riff we developed. I'm sure another group would have found something entirely different to go into depth with. --Steve [/QUOTE]
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