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What could One D&D do to push the game more toward story?
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<blockquote data-quote="AnotherGuy" data-source="post: 8868920" data-attributes="member: 7029930"><p>So our game is completely sandbox despite the two overarching APs, which both can be deserted and indeed had been suggested to them within the fiction which would see the characters pursuing one of the character's goals (find out about his parents disappearance and the mysterious artefact which they entrusted to him and his sister).</p><p>If anyone makes the BIFTs secondary elements - it would be the players themselves. Not me.</p><p></p><p>One of the characters is exploring a crisis of faith through the AP storyline, questioning his own judgement and the sometimes lack of insight/direction given to him by his deity (as the character sees it). This saw the him have an in depth conversation with a fellow cleric colleague NPC (roleplayed out). The player also deemed that his character, given his state, would likely not pray...etc (he wanted to purposefully limit his resources) and instead use our homebrew mechanic where powers/spells could still be used but that it would spend the character's HD and eventually lead to exhaustion should he continue.</p><p>These last two is what earned the PC the Inspiration. I do not know if I would consider that simply colour.</p><p></p><p>Another character, having become gradually disillusioned via the in-game fiction and having lost fellow party members, has become more accepting of some previously considered unethical or immoral choices, especially if making those choices are likely to expedite him or the party achieving their goals. He has made alliances with questionable factions/persons, even secretly made a deal with a devil. His roleplaying of a social scene with a mayor connected with the Zhentarim is what earned him the Inspiration.</p><p></p><p>Our academic, pragmatic and non-religious arcanist had a theological/philosophical conversation (roleplayed out) with the abovementioned cleric NPC, where each character was challenging each other's beliefs. I awarded Inspiration for this.</p><p></p><p>Like I said my system of tacking it on as a requirement in order to increase one's level means I will likely see more of this kind of character exploration. It may be a secondary element for now (player's choice) but I'm expecting it to become more relevant and more interesting for the players where they begin pursuing their personal goals over any "environmental antagonist"</p><p></p><p>My plan is for them to conclude the APs soon - since that is what they want, pursue their personal goals all within Tier 3 before I introduce them to the last module (Tier 4) I have planned for this campaign.</p><p></p><p>EDIT: The way I see it, this method I'm using may also be a nice bridge to more narrative styled games for our table going into the future.</p></blockquote><p></p>
[QUOTE="AnotherGuy, post: 8868920, member: 7029930"] So our game is completely sandbox despite the two overarching APs, which both can be deserted and indeed had been suggested to them within the fiction which would see the characters pursuing one of the character's goals (find out about his parents disappearance and the mysterious artefact which they entrusted to him and his sister). If anyone makes the BIFTs secondary elements - it would be the players themselves. Not me. One of the characters is exploring a crisis of faith through the AP storyline, questioning his own judgement and the sometimes lack of insight/direction given to him by his deity (as the character sees it). This saw the him have an in depth conversation with a fellow cleric colleague NPC (roleplayed out). The player also deemed that his character, given his state, would likely not pray...etc (he wanted to purposefully limit his resources) and instead use our homebrew mechanic where powers/spells could still be used but that it would spend the character's HD and eventually lead to exhaustion should he continue. These last two is what earned the PC the Inspiration. I do not know if I would consider that simply colour. Another character, having become gradually disillusioned via the in-game fiction and having lost fellow party members, has become more accepting of some previously considered unethical or immoral choices, especially if making those choices are likely to expedite him or the party achieving their goals. He has made alliances with questionable factions/persons, even secretly made a deal with a devil. His roleplaying of a social scene with a mayor connected with the Zhentarim is what earned him the Inspiration. Our academic, pragmatic and non-religious arcanist had a theological/philosophical conversation (roleplayed out) with the abovementioned cleric NPC, where each character was challenging each other's beliefs. I awarded Inspiration for this. Like I said my system of tacking it on as a requirement in order to increase one's level means I will likely see more of this kind of character exploration. It may be a secondary element for now (player's choice) but I'm expecting it to become more relevant and more interesting for the players where they begin pursuing their personal goals over any "environmental antagonist" My plan is for them to conclude the APs soon - since that is what they want, pursue their personal goals all within Tier 3 before I introduce them to the last module (Tier 4) I have planned for this campaign. EDIT: The way I see it, this method I'm using may also be a nice bridge to more narrative styled games for our table going into the future. [/QUOTE]
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