JiffyPopTart
Bree-Yark
So my kicker deep dive has divided into two lengthy posts by two different helpful individuals. Since I am on my phone for most EnWorld discussion it's hard to be fancy with replies. I'm going to take the easy route for me and merge the two posts into a singular answer.
From both of your further examples it seems to me that the greatest difference between a kicker and a player supplied plot hook is that of their important in the games overall framework.
So as a GM in a traditional game I might have an immediate "adventure" about investigating some kidnapped children that links into an overall campaign about "two kingdoms fighting". Barnabus has a personal subplot going about a missing sister and just dropped on me the addition of ravens. As a GM I take that subplot and merge it into my overall narrative as it fits.
I get the idea that as a GM in a kicker style game I'm not going to be running an "adventure" and instead the session is largely about my players giving me menu of items they want to progress and the session is us diving into the various bits. I'm assuming the idea would be to shape at least some of them into some overall general story. I'm not sure however in this model exactly how much the GM is allowed to inject into the resulting soup. I'm not sure what a kicker game campaign is like or how it avoids hogging the spotlight but that's a different discussion best left for some other time.
If the above are close enough to understand kickers....then the most important part of the kicker concept (that was left out of a lot of the early discussion) is that kickers entirely (or almost entirely) replace a GM supplied story instead of adding to it.
Am I close enough yet? Even if not thanks for the replies. This has been one of the best conversations I have been involved with in a LONG time on EnWorld and I'm enjoying the actual discussion that's happening.
From both of your further examples it seems to me that the greatest difference between a kicker and a player supplied plot hook is that of their important in the games overall framework.
So as a GM in a traditional game I might have an immediate "adventure" about investigating some kidnapped children that links into an overall campaign about "two kingdoms fighting". Barnabus has a personal subplot going about a missing sister and just dropped on me the addition of ravens. As a GM I take that subplot and merge it into my overall narrative as it fits.
I get the idea that as a GM in a kicker style game I'm not going to be running an "adventure" and instead the session is largely about my players giving me menu of items they want to progress and the session is us diving into the various bits. I'm assuming the idea would be to shape at least some of them into some overall general story. I'm not sure however in this model exactly how much the GM is allowed to inject into the resulting soup. I'm not sure what a kicker game campaign is like or how it avoids hogging the spotlight but that's a different discussion best left for some other time.
If the above are close enough to understand kickers....then the most important part of the kicker concept (that was left out of a lot of the early discussion) is that kickers entirely (or almost entirely) replace a GM supplied story instead of adding to it.
Am I close enough yet? Even if not thanks for the replies. This has been one of the best conversations I have been involved with in a LONG time on EnWorld and I'm enjoying the actual discussion that's happening.