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<blockquote data-quote="Razjah" data-source="post: 7649802" data-attributes="member: 98806"><p>I don't have anything to add about mechanics yet, but this game play seems to work best in a sandbox. Players want to explore a certain dungeon for a rumored super powerful weapon. But they need to delve other places to learn enough to get past the golems guarding the weapon. This allows the GM to offload the story to the players. Their decisions make the plot. </p><p></p><p>What I mean is that the players are active participants in the story for the game. It is no longer the GM saying they need the MacGuffin, time to quest for it. The party can try to fight the conqueror who is becoming a tyrant, and need to flee. They then consult some NPCs for a way to beat the conqueror and learn of a MacGuffin or two. They choose which ones to go after and when to try to defeat the new tyrant. This concept can be applied to abilities just as easily. Party needs to sneak somewhere? Got to the thieves guild and do a job for them for the best training in stealth in the kingdom. Want better healing spells? Go do a task for the church and they will teach the cleric proper prayers for better healing magic. Wizard needs a new spell? Ask the arcane library, but there is a cost. Can't pay? Work off that debt!</p><p></p><p>I like this idea, in a lot of D&D games the players are on rails and just don't know it. The illusion of choice and things like that make certain that the GM dictates the plot, players are merely reacting to events but have little control over the story. This style give them that control. It also helps create character based stories later, "We never would have met those wyverns if you didn't need to learn some damnable spell. How important is a crushed shell of a wyvern egg to magic?"</p><p>"I explained this to you a hundred times, the crushed shell acts as a focus for the arcane ener... Forget it, I just need it to drain the strength of our enemies. No crushed egg, stronger enemies who hit harder!"</p></blockquote><p></p>
[QUOTE="Razjah, post: 7649802, member: 98806"] I don't have anything to add about mechanics yet, but this game play seems to work best in a sandbox. Players want to explore a certain dungeon for a rumored super powerful weapon. But they need to delve other places to learn enough to get past the golems guarding the weapon. This allows the GM to offload the story to the players. Their decisions make the plot. What I mean is that the players are active participants in the story for the game. It is no longer the GM saying they need the MacGuffin, time to quest for it. The party can try to fight the conqueror who is becoming a tyrant, and need to flee. They then consult some NPCs for a way to beat the conqueror and learn of a MacGuffin or two. They choose which ones to go after and when to try to defeat the new tyrant. This concept can be applied to abilities just as easily. Party needs to sneak somewhere? Got to the thieves guild and do a job for them for the best training in stealth in the kingdom. Want better healing spells? Go do a task for the church and they will teach the cleric proper prayers for better healing magic. Wizard needs a new spell? Ask the arcane library, but there is a cost. Can't pay? Work off that debt! I like this idea, in a lot of D&D games the players are on rails and just don't know it. The illusion of choice and things like that make certain that the GM dictates the plot, players are merely reacting to events but have little control over the story. This style give them that control. It also helps create character based stories later, "We never would have met those wyverns if you didn't need to learn some damnable spell. How important is a crushed shell of a wyvern egg to magic?" "I explained this to you a hundred times, the crushed shell acts as a focus for the arcane ener... Forget it, I just need it to drain the strength of our enemies. No crushed egg, stronger enemies who hit harder!" [/QUOTE]
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