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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
When PCs go against the "archetype"
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="Nagol" data-source="post: 5195453" data-attributes="member: 23935"><p>First, I try to choose a game where smart play fits the genre and conventions for the campaign I want to run or at least doesn't support the opposite play well.</p><p></p><p>Second, I try to set up the initial game circumstance to reinforce the genre and conventions -- particularly if the players are new to me or unused to the game system.</p><p></p><p>Lastly, I try to communicate the campaign expectations as best I can as part of the initial player package and during the pre-play campaign negotiation phase.</p><p></p><p>Of course, it still happens. The players take the it in their teeth and head off at their whim.</p><p></p><p>So what happens? I run with it. The group usually ends up in a more challenging / less optimal situation (loss of campaign resources, prestige, allies, whatever) because their actions take those resources from them. The group ends up making hard decisions and discovering the consequences. The consequences usually lead to further challenges and adventures -- either an effort to reverse a previous course or to pursue their current course successfully.</p><p></p><p>One example that sticks out to me was an <em>Ars Magica</em> campaign set just prior to the Danish invasion of England. The players had started to get intimations of the invasion (one companion was a precognitive and had received a couple of visions; the local lords had rumours of Danish mercenaries and raiders, some early scouts had cut through the covenant area looking for defences, etc.) About a week before the invasion force strikes, the players are discussing recent activities in the covenant and were determining their actions for the next season. So what did the players decide to do? Why every mage decided to travel to Wales to seek out a lost magical item that had been mentioned once in passing a few session before as colour! At no other time had more than two magi of the six left the covenant at a time.</p><p></p><p>By the time the magi got to Wales and back, the invasion was complete, the covenant had been overrun, and the survivors were refugees spread over the countryside. It was interesting to run the mages for a few sessions, tell the players that this session, we're running the companions and grogs at the covenant to catch up on activity at the covenant and see their reactions to the attack by forces expecting substantial magical defence.</p></blockquote><p></p>
[QUOTE="Nagol, post: 5195453, member: 23935"] First, I try to choose a game where smart play fits the genre and conventions for the campaign I want to run or at least doesn't support the opposite play well. Second, I try to set up the initial game circumstance to reinforce the genre and conventions -- particularly if the players are new to me or unused to the game system. Lastly, I try to communicate the campaign expectations as best I can as part of the initial player package and during the pre-play campaign negotiation phase. Of course, it still happens. The players take the it in their teeth and head off at their whim. So what happens? I run with it. The group usually ends up in a more challenging / less optimal situation (loss of campaign resources, prestige, allies, whatever) because their actions take those resources from them. The group ends up making hard decisions and discovering the consequences. The consequences usually lead to further challenges and adventures -- either an effort to reverse a previous course or to pursue their current course successfully. One example that sticks out to me was an [I]Ars Magica[/I] campaign set just prior to the Danish invasion of England. The players had started to get intimations of the invasion (one companion was a precognitive and had received a couple of visions; the local lords had rumours of Danish mercenaries and raiders, some early scouts had cut through the covenant area looking for defences, etc.) About a week before the invasion force strikes, the players are discussing recent activities in the covenant and were determining their actions for the next season. So what did the players decide to do? Why every mage decided to travel to Wales to seek out a lost magical item that had been mentioned once in passing a few session before as colour! At no other time had more than two magi of the six left the covenant at a time. By the time the magi got to Wales and back, the invasion was complete, the covenant had been overrun, and the survivors were refugees spread over the countryside. It was interesting to run the mages for a few sessions, tell the players that this session, we're running the companions and grogs at the covenant to catch up on activity at the covenant and see their reactions to the attack by forces expecting substantial magical defence. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
When PCs go against the "archetype"
Top