Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
What is *worldbuilding* for?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Aenghus" data-source="post: 7380575" data-attributes="member: 2656"><p>When I'm starting out a new campaign I generally have a "Session 0" to hammer out a mutual understanding of what the game will and won't be about in general terms, and how the game is going to be run. This especially applies to new rulesets or editions which require some work to get to grips with. Agreement to play a particular game module, or to abide by preset character goals emerging from character generation or acceptance of a certain amount of railroading etc etc</p><p></p><p>It's a chance for participants to ask questions or express their doubts.At the end everyone resolves to give the game a fair try and accept the agreements for the campaign, or bows out.</p><p></p><p>After that I expect players to abide by their agreements. If after the first sessions a player really isn't enjoying the resulting game, they can drop out. What they can't do is misbehave and disrupt the game. I haven't had to go beyond warnings in my own games, though I would eject a player who persisted in dragging down a game for whatever reason (dislike, contrariness, boredom etc).</p><p></p><p>Now in the case of a "Story Now" game, I'm working from the assumption that the players have all agreed to play the game sincerely and are thus committed to playing out their driving goals, and moving from scene to scene in the process of this in a way that fits the pre-agreed and evolving fiction of the game. </p><p></p><p>For me system matters. Playing a game as if it was a different game goes wrong more often than not. Consciously or not, it's a form of sabotage, violating the group social contract and campaign agreement. </p><p></p><p>For a "Story Now" game, such behavior would include trying to modify or ignore driving goals in ways that break the rules or agreements, or trying to avoid scenes that logically flow from the direction of play, or ignoring the conflict resolution rules to try and resolve in-game problems in different ways. For me this is all classic "bad player" behavior, selfish play that violates the social contract, and grounds for a private talking to or even expulsion from that game.</p><p></p><p>But there are many ways to run games even under the same system. There are people I would play with only under very limited circumstances, and others I could play anything with and probably have fun (and a few who I will never play with again).</p></blockquote><p></p>
[QUOTE="Aenghus, post: 7380575, member: 2656"] When I'm starting out a new campaign I generally have a "Session 0" to hammer out a mutual understanding of what the game will and won't be about in general terms, and how the game is going to be run. This especially applies to new rulesets or editions which require some work to get to grips with. Agreement to play a particular game module, or to abide by preset character goals emerging from character generation or acceptance of a certain amount of railroading etc etc It's a chance for participants to ask questions or express their doubts.At the end everyone resolves to give the game a fair try and accept the agreements for the campaign, or bows out. After that I expect players to abide by their agreements. If after the first sessions a player really isn't enjoying the resulting game, they can drop out. What they can't do is misbehave and disrupt the game. I haven't had to go beyond warnings in my own games, though I would eject a player who persisted in dragging down a game for whatever reason (dislike, contrariness, boredom etc). Now in the case of a "Story Now" game, I'm working from the assumption that the players have all agreed to play the game sincerely and are thus committed to playing out their driving goals, and moving from scene to scene in the process of this in a way that fits the pre-agreed and evolving fiction of the game. For me system matters. Playing a game as if it was a different game goes wrong more often than not. Consciously or not, it's a form of sabotage, violating the group social contract and campaign agreement. For a "Story Now" game, such behavior would include trying to modify or ignore driving goals in ways that break the rules or agreements, or trying to avoid scenes that logically flow from the direction of play, or ignoring the conflict resolution rules to try and resolve in-game problems in different ways. For me this is all classic "bad player" behavior, selfish play that violates the social contract, and grounds for a private talking to or even expulsion from that game. But there are many ways to run games even under the same system. There are people I would play with only under very limited circumstances, and others I could play anything with and probably have fun (and a few who I will never play with again). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What is *worldbuilding* for?
Top