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When Player Driven Adventures Don't Pan Out
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<blockquote data-quote="Scott Christian" data-source="post: 9841085" data-attributes="member: 6901101"><p>I realize your motivations that you write in the beginning can change. But we are talking about player-driven experiences. I would hope they can change over time, especially since the game is driven by the players and GM.</p><p></p><p>I was responding to:</p><p></p><p>But you mention the two of the three classic pillars. I am not sure that has anything to do with player-driven campaigns. I mean, any thoughtful group will just gravitate towards the pillars of play they like. And in games where the players can make up a good deal of the fiction, then this will definitely hold true.</p><p></p><p>No, I am not. I am describing a character who has motivations (to be free of his debt to the Waterdeep nobles, and as an aside, to never trust magical books). That first motivation slowly shifted to needing to protect the group, then many of the NPCs they met, then in the end, to have a bar, in a secure place, that would keep anyone who entered it safe. They had a very specific backstory, and their bonds and ideals and flaws laid this out even more succinctly. It was the character's encounters with the PCs, environments and NPCs who shifted these motivations.</p><p>And as they shifted, during play he would see opportunities for this to actually happen. Any thoughtful GM and table will indulge these off shoots as long as they are not too "hogging" of the storyline or spotlight.</p><p></p><p>You are playing semantics. It was clearly stated the table (GM and other players) work together to come up with milestones, both individual and group. "Plotting" is another word for it. That does not mean it must come true, but it does mean that the group of participants is actively trying to make it happen.</p><p></p><p>It might be. But I do not see how it is any different outside of letting the players come up with more of the fiction. We're playing Daggerheart right now, and there is a lot of the fiction that comes from the players. For example, yesterday the GM said: "It is a two-day trip underground to the petrified forest. Describe to me what the journey is like and what you encounter." That's different from most D&D games, but this part of players setting motivations as a table, bringing some of their own fiction, and coming to a consensus on what they are doing as a group, is all the traditional D&D. </p><p></p><p>Thank you. I will go read this now. I appreciate the link.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 9841085, member: 6901101"] I realize your motivations that you write in the beginning can change. But we are talking about player-driven experiences. I would hope they can change over time, especially since the game is driven by the players and GM. I was responding to: But you mention the two of the three classic pillars. I am not sure that has anything to do with player-driven campaigns. I mean, any thoughtful group will just gravitate towards the pillars of play they like. And in games where the players can make up a good deal of the fiction, then this will definitely hold true. No, I am not. I am describing a character who has motivations (to be free of his debt to the Waterdeep nobles, and as an aside, to never trust magical books). That first motivation slowly shifted to needing to protect the group, then many of the NPCs they met, then in the end, to have a bar, in a secure place, that would keep anyone who entered it safe. They had a very specific backstory, and their bonds and ideals and flaws laid this out even more succinctly. It was the character's encounters with the PCs, environments and NPCs who shifted these motivations. And as they shifted, during play he would see opportunities for this to actually happen. Any thoughtful GM and table will indulge these off shoots as long as they are not too "hogging" of the storyline or spotlight. You are playing semantics. It was clearly stated the table (GM and other players) work together to come up with milestones, both individual and group. "Plotting" is another word for it. That does not mean it must come true, but it does mean that the group of participants is actively trying to make it happen. It might be. But I do not see how it is any different outside of letting the players come up with more of the fiction. We're playing Daggerheart right now, and there is a lot of the fiction that comes from the players. For example, yesterday the GM said: "It is a two-day trip underground to the petrified forest. Describe to me what the journey is like and what you encounter." That's different from most D&D games, but this part of players setting motivations as a table, bringing some of their own fiction, and coming to a consensus on what they are doing as a group, is all the traditional D&D. Thank you. I will go read this now. I appreciate the link. [/QUOTE]
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