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When Player Driven Adventures Don't Pan Out
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<blockquote data-quote="hawkeyefan" data-source="post: 9840972" data-attributes="member: 6785785"><p>I don’t think the milestone need to be so specifically defined ahead of time to work. Or that if they are, that they require one outcome. </p><p></p><p>“I will learn what happened to my brother” is one that allows for all manner of outcome. All it does is explain the character’s desire. It doesn’t say how they will go about that, or what the outcome will be… just what they want. </p><p></p><p>I’m currently playing in a game that has this kind of stuff. I’m playing a wererat rogue. His starting situation was that he saved a young boy from being hanged for theft and then fled that city to start anew in another. The young boy is very much like my PC had been at that age… an urchin who will do what’s needed to survive, but who is not totally amoral. My character looks at the boy and wants to help him find a life beyond crime and “adventure”. He’s hoping to find some kind of mentor for the bot and help him learn a trade. </p><p></p><p>But at the same time, the things my character does provide an example that is entirely the opposite of that. And the boy pretty much worships my character. </p><p></p><p>My Bond with the boy is “I want to provide a future for Red outside of ‘the life’”. This Bond will be resolved not when I secure such a future… but when it’s resolved one way or the other. </p><p></p><p>As play continues, I’m seeing more and more how unlikely it will he for my character to find such a future for Red, and that he’ll most likely be a thief and “adventurer” despite my efforts otherwise. </p><p></p><p>I’m fine with either result as a player, and I’m curious to see how it goes. But this was something that grew out of play and isn’t in any way predetermined, despite being an established thing.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9840972, member: 6785785"] I don’t think the milestone need to be so specifically defined ahead of time to work. Or that if they are, that they require one outcome. “I will learn what happened to my brother” is one that allows for all manner of outcome. All it does is explain the character’s desire. It doesn’t say how they will go about that, or what the outcome will be… just what they want. I’m currently playing in a game that has this kind of stuff. I’m playing a wererat rogue. His starting situation was that he saved a young boy from being hanged for theft and then fled that city to start anew in another. The young boy is very much like my PC had been at that age… an urchin who will do what’s needed to survive, but who is not totally amoral. My character looks at the boy and wants to help him find a life beyond crime and “adventure”. He’s hoping to find some kind of mentor for the bot and help him learn a trade. But at the same time, the things my character does provide an example that is entirely the opposite of that. And the boy pretty much worships my character. My Bond with the boy is “I want to provide a future for Red outside of ‘the life’”. This Bond will be resolved not when I secure such a future… but when it’s resolved one way or the other. As play continues, I’m seeing more and more how unlikely it will he for my character to find such a future for Red, and that he’ll most likely be a thief and “adventurer” despite my efforts otherwise. I’m fine with either result as a player, and I’m curious to see how it goes. But this was something that grew out of play and isn’t in any way predetermined, despite being an established thing. [/QUOTE]
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