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<blockquote data-quote="Gardens &amp; Goblins" data-source="post: 7293018" data-attributes="member: 6846794"><p>Recently, we decided to run a few sessions where we cut all pretense of constructing an organic, 'natural' narrative and gunned for something simple and direct. It's worked really well - while serving to free up the players to focus on 'getting stuff done' (killing things, rescuing folks, retrieving shiny things) its simplicity has become a boon, providing a framework for the players to build upon creatively as and when they wish.</p><p></p><p>The setup is as follows:</p><p></p><p>- The characters are ADVENTURERS</p><p>- They are members of the ADVENTURER'S GUILD</p><p>- They are given QUESTS by QUEST GIVER <span style="font-size: 9px"><em>(A npc who's name has never been asked and is referred to within the guild as quite literally, 'Quest Giver'.)</em></span></p><p><span style="font-size: 9px"><em></em></span><span style="font-size: 10px">- Players agree to have their characters work together because of their shared affiliation with the Adventurer's Guild. They are free to create new characters before each Quest is started.</span></p><p></p><p></p><p></p><p>The players have made a social contract to accept a given quest, with the caveat that each quest is relatively loose in structure, typically with a single goal and a few optional objectives that they can go for if they wish to do so.</p><p></p><p>Each Quest is built to last around 2 sessions, though each has taken 3 due to roleplaying and a few encounters that escalated in complexity.</p></blockquote><p></p>
[QUOTE="Gardens & Goblins, post: 7293018, member: 6846794"] Recently, we decided to run a few sessions where we cut all pretense of constructing an organic, 'natural' narrative and gunned for something simple and direct. It's worked really well - while serving to free up the players to focus on 'getting stuff done' (killing things, rescuing folks, retrieving shiny things) its simplicity has become a boon, providing a framework for the players to build upon creatively as and when they wish. The setup is as follows: - The characters are ADVENTURERS - They are members of the ADVENTURER'S GUILD - They are given QUESTS by QUEST GIVER [SIZE=1][I](A npc who's name has never been asked and is referred to within the guild as quite literally, 'Quest Giver'.) [/I][/SIZE][SIZE=2]- Players agree to have their characters work together because of their shared affiliation with the Adventurer's Guild. They are free to create new characters before each Quest is started.[/SIZE] The players have made a social contract to accept a given quest, with the caveat that each quest is relatively loose in structure, typically with a single goal and a few optional objectives that they can go for if they wish to do so. Each Quest is built to last around 2 sessions, though each has taken 3 due to roleplaying and a few encounters that escalated in complexity. [/QUOTE]
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