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Worlds of Design: The Tyranny and Freedom of Player Agency
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<blockquote data-quote="Scott Christian" data-source="post: 7799457" data-attributes="member: 6901101"><p>All of those answers are great. Thanks for the input. From what I'm reading, you follow character arcs much more closely than story arcs. And I understand, they can be one-in-the-same. But they are different in how they pull characters in a given direction. </p><p></p><p>[USER=6880534]@Malrex[/USER] - the timeline idea, which I've used before is very intriguing. I remember (it was a while ago and I might not have been good enough to do it) it not working out so well. The players had too much to do, and these incidences kept popping up that made them feel they weren't doing enough. Could be my fault, the timeline's fault, or maybe it just didn't work for that group. But, I think it's an idea worth trying. Thanks for the inspiration.</p><p>[USER=16814]@Ovinomancer[/USER] - Just curious. You write: "The primary point of play is that something the characters value is at stake..." I don't want to assume, but do you have them write that in their character's backstory? If so, do you build your quests around that. For example, character values their place in the guild, now the guild leader is about to be usurped, an action that would drive them out of the guild. Therefore, they need to try and stop the process. I'm guessing I am wrong, because to me that would be the same as using a guided story. Guess I am confused. Sorry. Would you mind explaining it using an example. Thank you.</p><p>[USER=42582]@pemerton[/USER] - Ah... Tyr. What an awesome map! Like the idea of kickers. Those are nice. Played in a campaign (short lived, 3 months) that started that way. Very fun. But, they weren't really used much after. Did you use your characters' kickers as refrains in a story or to establish character traits and timelines? (btw, Darksun = thumbs up!)</p><p>Thanks again for all the information everyone. I do appreciate it, and genuinely like learning about different styles of DM'ing. So all the feedback is great. Thanks again.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 7799457, member: 6901101"] All of those answers are great. Thanks for the input. From what I'm reading, you follow character arcs much more closely than story arcs. And I understand, they can be one-in-the-same. But they are different in how they pull characters in a given direction. [USER=6880534]@Malrex[/USER] - the timeline idea, which I've used before is very intriguing. I remember (it was a while ago and I might not have been good enough to do it) it not working out so well. The players had too much to do, and these incidences kept popping up that made them feel they weren't doing enough. Could be my fault, the timeline's fault, or maybe it just didn't work for that group. But, I think it's an idea worth trying. Thanks for the inspiration. [USER=16814]@Ovinomancer[/USER] - Just curious. You write: "The primary point of play is that something the characters value is at stake..." I don't want to assume, but do you have them write that in their character's backstory? If so, do you build your quests around that. For example, character values their place in the guild, now the guild leader is about to be usurped, an action that would drive them out of the guild. Therefore, they need to try and stop the process. I'm guessing I am wrong, because to me that would be the same as using a guided story. Guess I am confused. Sorry. Would you mind explaining it using an example. Thank you. [USER=42582]@pemerton[/USER] - Ah... Tyr. What an awesome map! Like the idea of kickers. Those are nice. Played in a campaign (short lived, 3 months) that started that way. Very fun. But, they weren't really used much after. Did you use your characters' kickers as refrains in a story or to establish character traits and timelines? (btw, Darksun = thumbs up!) Thanks again for all the information everyone. I do appreciate it, and genuinely like learning about different styles of DM'ing. So all the feedback is great. Thanks again. [/QUOTE]
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