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Tips for Running Powered by the Apocalypse Games/Spirit of 77
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<blockquote data-quote="Mallus" data-source="post: 7446753" data-attributes="member: 3887"><p>So sometime later this summer, after my group finishes setting rural New England on fire in our already Fiasco-ed Call of Cthulhu campaign, I'm going to run Spirit of 77 (the PbtA game based on the pop culture of the 1970s).</p><p></p><p>As a child of the 1970s, I've got that part down. But I've never run a PbtA game before. I'd like any advice you all are willing to give. </p><p></p><p>I admit I'm a little confused. I've heard it's good to "not plan out too much" and "determine what the campaign is about by playing it". Which is fine, if a bit vague, but then I read through the free sample adventure for Spirit -- the zombie Love Boat one -- and it looks like a fairly standard site-based module. Not the sort guidelines for creating a more procedurally-generated, player-led experience I was expecting. </p><p></p><p>My first inclination is to treat Spirit of 77 like any trad game: world-build, sketch out locations and NPCs, create a loose plot, or at least the possibility of one. Especially since the whole thing is ripe for the kind of specific parodies I feel obligated to include as a fan of genre parody.</p><p></p><p>But is that... ahem... not in keeping with the spirit of the system?</p></blockquote><p></p>
[QUOTE="Mallus, post: 7446753, member: 3887"] So sometime later this summer, after my group finishes setting rural New England on fire in our already Fiasco-ed Call of Cthulhu campaign, I'm going to run Spirit of 77 (the PbtA game based on the pop culture of the 1970s). As a child of the 1970s, I've got that part down. But I've never run a PbtA game before. I'd like any advice you all are willing to give. I admit I'm a little confused. I've heard it's good to "not plan out too much" and "determine what the campaign is about by playing it". Which is fine, if a bit vague, but then I read through the free sample adventure for Spirit -- the zombie Love Boat one -- and it looks like a fairly standard site-based module. Not the sort guidelines for creating a more procedurally-generated, player-led experience I was expecting. My first inclination is to treat Spirit of 77 like any trad game: world-build, sketch out locations and NPCs, create a loose plot, or at least the possibility of one. Especially since the whole thing is ripe for the kind of specific parodies I feel obligated to include as a fan of genre parody. But is that... ahem... not in keeping with the spirit of the system? [/QUOTE]
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