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When Player Driven Adventures Don't Pan Out
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<blockquote data-quote="zakael19" data-source="post: 9836195" data-attributes="member: 7044099"><p>There's definitely different idk, "levels" of "player driven" (in scare quotes because they may have different definitions to different people).</p><p></p><p>Eg: the classic sandbox is player driven in that the players plunk down somewhere, can get rumors or search around or whatever and uncover Things to Do and then make choices about Doing Them, and then how they Tackle the Things etc etc. Just lots of space for players to make choices and face the consequences from macro to micro.</p><p></p><p>Then you've got things where you're doing more collaborative building of the direction of the game itself. Here it's player driven in that you all coalesce around what you want to play, with different levels of joint-world building. BITD is a good example of this probably - once you commit to the premise of playing the game, the players drive a lot of the direction of play and all teh GM has to do is a) suggest opportunities when the players ask and b) push back via the provided levers in the game itself.</p><p></p><p>Kinda side to above, you've got the sort of "player driven within an overarching GM fronted premise" where the GM isn't planning any direct story beats and the like, and the players help shape the going in position via their character creations and perhaps some world stuff, but the GM is then fronting situations and asking how the players deal with it. This latter is probably the easiest for a lot of more conventional tables to get into? It's how I'm running my Daggerheart games for instance; very much the "prep situations not plots" sort of thing where I use the game to pose the question of "hey, you said during creation your character care about X, here's Y - what do you do about it?" And then we play to find out the ramifications of their choices and actions which build and lead into a new situation (perhaps escalated, perhaps resolved).</p><p></p><p>I do think that for the latter above, giving options of the "next step" from a menu you might even build with the players in a meta channel conversation can be helpful. Like a Sandbox Job Board, but for potential situations. When we wrapped the first arc of play in my Thursday bi-weekly in person game, I was like "hey guys gals and non-binary pals, you've gotten a bunch of potential leads over the course of this of Badness happening. What would you <em>as players </em>and you <em>as characters </em>be most interested in pursuing next? And give your answer knowing that I'm making clocks/countdowns of how everything is going to evolve as you tackle one to show that the world isn't static."</p><p></p><p>And they picked a city and we hammered out why they're heading there (and when we got a couple new players we worked on dovetailing them in via familial and similar relationships so it all made SenseTM), and they've been resolving that Situation over the last 6 sessions while I tick down the countdowns elsewhere as days go by.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9836195, member: 7044099"] There's definitely different idk, "levels" of "player driven" (in scare quotes because they may have different definitions to different people). Eg: the classic sandbox is player driven in that the players plunk down somewhere, can get rumors or search around or whatever and uncover Things to Do and then make choices about Doing Them, and then how they Tackle the Things etc etc. Just lots of space for players to make choices and face the consequences from macro to micro. Then you've got things where you're doing more collaborative building of the direction of the game itself. Here it's player driven in that you all coalesce around what you want to play, with different levels of joint-world building. BITD is a good example of this probably - once you commit to the premise of playing the game, the players drive a lot of the direction of play and all teh GM has to do is a) suggest opportunities when the players ask and b) push back via the provided levers in the game itself. Kinda side to above, you've got the sort of "player driven within an overarching GM fronted premise" where the GM isn't planning any direct story beats and the like, and the players help shape the going in position via their character creations and perhaps some world stuff, but the GM is then fronting situations and asking how the players deal with it. This latter is probably the easiest for a lot of more conventional tables to get into? It's how I'm running my Daggerheart games for instance; very much the "prep situations not plots" sort of thing where I use the game to pose the question of "hey, you said during creation your character care about X, here's Y - what do you do about it?" And then we play to find out the ramifications of their choices and actions which build and lead into a new situation (perhaps escalated, perhaps resolved). I do think that for the latter above, giving options of the "next step" from a menu you might even build with the players in a meta channel conversation can be helpful. Like a Sandbox Job Board, but for potential situations. When we wrapped the first arc of play in my Thursday bi-weekly in person game, I was like "hey guys gals and non-binary pals, you've gotten a bunch of potential leads over the course of this of Badness happening. What would you [I]as players [/I]and you [I]as characters [/I]be most interested in pursuing next? And give your answer knowing that I'm making clocks/countdowns of how everything is going to evolve as you tackle one to show that the world isn't static." And they picked a city and we hammered out why they're heading there (and when we got a couple new players we worked on dovetailing them in via familial and similar relationships so it all made SenseTM), and they've been resolving that Situation over the last 6 sessions while I tick down the countdowns elsewhere as days go by. [/QUOTE]
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