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Worlds of Design: Rolls vs. Points in Character Building
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<blockquote data-quote="JiffyPopTart" data-source="post: 7986639" data-attributes="member: 4881"><p>At my table....the setting, the campaign, and any individual session is co-mingled and inseparable.</p><p></p><p>I run a sandbox style game, so for me...</p><p></p><p>The setting is what happens in that sandbox absent of the Player Characters input. Cultures rise and fall, map borders change, people move in and out of history. This is a forward moving point in time so actions by the PCs have shaped the setting, however there is always an "absent of PC input" future in my mind as time progresses.</p><p></p><p>The campaign is simply a series of interconnected adventures the PCs have chosen to pursue for whatever reasons they decide to pursue them. Factions in the world may request the PCs help directly, or maybe it just so happens the PCs randomly bump into a situation that concerns a factions interests. Or maybe the PCs engage in some story that has no relation to anything else. Its really player driven based on story threads i've dropped in front of them. I have no overarching story more than that which is happening in the setting itself as various powers compete for their own goals.</p><p></p><p>I rarely "design" adventures ahead of time. I use my setting to determine the way the world reacts to what the PCs decide to do in any given session. I then update the setting based on the actions the PCs performed to establish a new "present" and use that new present to adjudicate future actions. The history of those actions becomes "the campaign".</p><p></p><p>I have TONS of the world left that is barely or not at all defined. What is happening or has happened in those areas isn't yet defined, but I think the border to those areas would be better described as "the fog of war" rather than as "seeing the back of the set" because it becomes fleshed out as soon as it becomes interacted with (like a famous cat).</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 7986639, member: 4881"] At my table....the setting, the campaign, and any individual session is co-mingled and inseparable. I run a sandbox style game, so for me... The setting is what happens in that sandbox absent of the Player Characters input. Cultures rise and fall, map borders change, people move in and out of history. This is a forward moving point in time so actions by the PCs have shaped the setting, however there is always an "absent of PC input" future in my mind as time progresses. The campaign is simply a series of interconnected adventures the PCs have chosen to pursue for whatever reasons they decide to pursue them. Factions in the world may request the PCs help directly, or maybe it just so happens the PCs randomly bump into a situation that concerns a factions interests. Or maybe the PCs engage in some story that has no relation to anything else. Its really player driven based on story threads i've dropped in front of them. I have no overarching story more than that which is happening in the setting itself as various powers compete for their own goals. I rarely "design" adventures ahead of time. I use my setting to determine the way the world reacts to what the PCs decide to do in any given session. I then update the setting based on the actions the PCs performed to establish a new "present" and use that new present to adjudicate future actions. The history of those actions becomes "the campaign". I have TONS of the world left that is barely or not at all defined. What is happening or has happened in those areas isn't yet defined, but I think the border to those areas would be better described as "the fog of war" rather than as "seeing the back of the set" because it becomes fleshed out as soon as it becomes interacted with (like a famous cat). [/QUOTE]
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