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<blockquote data-quote="5ekyu" data-source="post: 7585231" data-attributes="member: 6919838"><p>I showed up at a HERO game once where they started at the police chief briefing the heroes outside the scene of the crime of the week, got the 411 then headed into the fight with the villains. When I asked naively about all that other stuff, they told me they used to roleplay, putting you in your secret I'd when the alarm went out but had figured out that roleplay of you getting away from Harry White and over to the CSOTW took too much time. It was a fun wargames session but I told them after it was not one I could attend regularly.</p><p></p><p>But, in practice my style does not make anything like that. The reverse in fact.</p><p></p><p>My style merges story and mechanics - choices to outcomes to drams.</p><p></p><p>The player who chose search skills and scores as a focus will tend to hit those high marks more often and will then see key bits coming out of that. They will find those dirty frozen keys to their character from the exceptional things they do. So, your elven scout will get a pouch of coins from his search or a stash of gems in a tree (that likely tie to stories cuz gems dont grow on trees) and as an extra bit now and again as he sees that the pouch or box has ties back to his race, his hometown, his order etc. The highly astute social bard will also find most of his high spots in social come from exceptional results in his performances or his carousing. Maybe one of the coins in his hat at the end of the day has very special meaning to him. </p><p></p><p>So the net result is that this draws ties between the abilities the player chose to make his character good at and the stories that tie into that character personally. They arent absolute rock hard chains, but just strong influences. </p><p></p><p>We tend to find that that marriage between the stuff they make their character good at and the ways their personal treasures/stories get brought in makes both more meaningful to the players and the story. </p><p></p><p>But again, not for everyone.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7585231, member: 6919838"] I showed up at a HERO game once where they started at the police chief briefing the heroes outside the scene of the crime of the week, got the 411 then headed into the fight with the villains. When I asked naively about all that other stuff, they told me they used to roleplay, putting you in your secret I'd when the alarm went out but had figured out that roleplay of you getting away from Harry White and over to the CSOTW took too much time. It was a fun wargames session but I told them after it was not one I could attend regularly. But, in practice my style does not make anything like that. The reverse in fact. My style merges story and mechanics - choices to outcomes to drams. The player who chose search skills and scores as a focus will tend to hit those high marks more often and will then see key bits coming out of that. They will find those dirty frozen keys to their character from the exceptional things they do. So, your elven scout will get a pouch of coins from his search or a stash of gems in a tree (that likely tie to stories cuz gems dont grow on trees) and as an extra bit now and again as he sees that the pouch or box has ties back to his race, his hometown, his order etc. The highly astute social bard will also find most of his high spots in social come from exceptional results in his performances or his carousing. Maybe one of the coins in his hat at the end of the day has very special meaning to him. So the net result is that this draws ties between the abilities the player chose to make his character good at and the stories that tie into that character personally. They arent absolute rock hard chains, but just strong influences. We tend to find that that marriage between the stuff they make their character good at and the ways their personal treasures/stories get brought in makes both more meaningful to the players and the story. But again, not for everyone. [/QUOTE]
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