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What a great storytelling DM looks like
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<blockquote data-quote="The Shaman" data-source="post: 5086601" data-attributes="member: 26473"><p><em>Flashing Blades</em> characters include Advantages and Secrets which do a very good job in emulating elements of swashbuckling source literature.</p><p></p><p>That said, Sworn Vengeance is perhaps my <em>least </em>favorite of the Secrets a player may choose for her character. I accept it because it's true to the genre and it's included in the rules, but I greatly prefer rivalries to come out of the shared experience of play around the table and not as background fiction.Sounds like.</p><p></p><p>I like puzzles and mysteries in roleplaying games, and the idea that the referee is simply changing the pieces around to 'tell a better story' honestly irritates me far more than the prospect of failing to solve the puzzle or mystery.Is it possible for no one to deal with it, and for the conflict to grow unchecked?If the whole campaign was about the Very Important Conflict in which I wasn't interested, then I would simply beg off as gracefully as possible.</p><p></p><p>But if it's something that has a finite endpoint? Well, sometimes we do what we want, and sometimes we do what we must.That does make a difference.For <a href="http://www.obsidianportal.com/campaign/le-ballet-de-l-acier" target="_blank"><em>Le Ballet de l'Acier</em></a>, the game will begin in Paris in early February 1625. The players get a rundown of current events at both the macro (Cardinal Richelieu was named head of the king's council last August and is solidifying his control, a French expeditionary force is currently serving alongside the Savoyards against the Genoese and their Spanish allies, <em>et cetera</em>) and micro (the fair of St Germain is open, there's a new play premiering at the hotel de Bourgogne, <em> et cetera</em>), then they can decide where they want to begin and what they're doing.</p><p></p><p>During character creation I ask the players to create a network of relationships among their characters. Every adventurer doesn't need to know every other adventurer: A can know B and C, while B can know D and C can know E, for example. I do expect them to begin together, and to at least be convivial toward one another at the start.</p><p></p><p>As far as mutual goals, that's up to the players. I encourage them to be mutually supportive of one another's characters, but that's ultimately up to them and to be honest, given the genre, I'd actually be fine with some intense PvP conflicts in this particular game.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 5086601, member: 26473"] [i]Flashing Blades[/i] characters include Advantages and Secrets which do a very good job in emulating elements of swashbuckling source literature. That said, Sworn Vengeance is perhaps my [I]least [/I]favorite of the Secrets a player may choose for her character. I accept it because it's true to the genre and it's included in the rules, but I greatly prefer rivalries to come out of the shared experience of play around the table and not as background fiction.Sounds like. I like puzzles and mysteries in roleplaying games, and the idea that the referee is simply changing the pieces around to 'tell a better story' honestly irritates me far more than the prospect of failing to solve the puzzle or mystery.Is it possible for no one to deal with it, and for the conflict to grow unchecked?If the whole campaign was about the Very Important Conflict in which I wasn't interested, then I would simply beg off as gracefully as possible. But if it's something that has a finite endpoint? Well, sometimes we do what we want, and sometimes we do what we must.That does make a difference.For [url=http://www.obsidianportal.com/campaign/le-ballet-de-l-acier][i]Le Ballet de l'Acier[/i][/url], the game will begin in Paris in early February 1625. The players get a rundown of current events at both the macro (Cardinal Richelieu was named head of the king's council last August and is solidifying his control, a French expeditionary force is currently serving alongside the Savoyards against the Genoese and their Spanish allies, [i]et cetera[/i]) and micro (the fair of St Germain is open, there's a new play premiering at the hotel de Bourgogne, [i] et cetera[/i]), then they can decide where they want to begin and what they're doing. During character creation I ask the players to create a network of relationships among their characters. Every adventurer doesn't need to know every other adventurer: A can know B and C, while B can know D and C can know E, for example. I do expect them to begin together, and to at least be convivial toward one another at the start. As far as mutual goals, that's up to the players. I encourage them to be mutually supportive of one another's characters, but that's ultimately up to them and to be honest, given the genre, I'd actually be fine with some intense PvP conflicts in this particular game. [/QUOTE]
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