When Player Driven Adventures Don't Pan Out


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Going back to earlier discussion in the thread arund players doing "homework" between sessions: IME that's a big ask if it's an all-the-time thing. People tend not to think much about the game during the week, as life takes over and other things are top of mind.

Even just once in a while homework, e.g. when they find a book with lots of useful info in it and I email them the salient bits during the week hoping not to have to then recap it all during the next session, often only gets done by one or two players.

As for player-driven, I'd love it if the players drove more of what they do. Even something as simple as looking at the setting map, seeing an interesting-looking site, and saying in character "What's that place all about?" would be a good start, as opposed to me having to point it out and-or invent some reason for them to go there.
 

I sense some dismissiveness, which I think is unwarranted. I feel that it is totally reasonable to be put off by the idea that we stop the narrative to sit around and decide what would be cooler to have happen next. Not all narrative games do that, of course, but some do, and they aren't fun (for me).
What if "cooler" was replaced with "more realistic" or "more appropriate for the setting" or "fit in more with how everyone viewed the fictional position?"
 

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