Forum changes: Editing of posts has been turned off until further notice.
Started by pells, January 22, 2006, 06:18:03 AM
Quote from: SebastienFirst of all, do I get the SIM interpreted in the right way, trying to present a realistic, living world ?
QuoteDoes the design of the setting/stories seems enough to encourage SIM/NAR play ? Would there be need for rules to enforce it ?
QuoteDo the understanding/influencing of the plot seem rewarding enough ? For my players it is, but I doubt making a generalisation based on that.
QuoteWhy is this on actual play?
QuoteSo, in summary, add a reward cycle and elaborate on how you see sim/nar play. Give an AP account and an ideal gaming moment.
QuoteNow you can subdivide each leader into two things: (1) the characters or groups that help them get their job done, like the ship captain's trusty lieutenant; and (2) the characters or groups who cause trouble for these goals, like the orc shaman who's always undermining the chief. If you want there to be a serious physical/geographic issue to consider, like the storms that sweep in out of the western ocean, then they become similar to #1 or #2 even if they are "things" rather than people.
QuoteSo! I am supporting your use of the calendar, and your interest in having in-game time be a major, inspiring, tension-filled part of your scenarios. What I'm suggesting is that you use the characters' conflicts to move the game along the calendar, which can set up sudden new conflicts, rather than using it as a timer like you'd see in a computer RPG for "whether you can get the ships there in time" or stuff like that.
QuoteI'd build a reward system around it. Instead of levelling by months, level by impact on plots.An idea: advancement tokens. When a plot is significantly changed, grant 2 of them. When a more minor change occurs, grant 1. When number of tokens equals current level, gain another one.
QuoteHm. From what Ron's describing, you may want to take a look at the The Riddle of Steel mass combat system (from The Flower of Battle) for an example of how to abstract a large scale undertaking. Basically, I see it like this.
QuoteAs you can see, the use of the calendar is not much as "time bomb", but rather as a way to impose dilemmas. What I want to avoid, is seeing my characters say "let's prevent the war, then we'll go against the orcs." It is not possible, as the two plots occur at the same time. They can't do both. The calendar is useful when players go 'in' and 'out' of stories.And this is why I say that multi plots, using a calendar, encourages, intuitively, NAR play.
QuoteThe one, single thing that will encourage taking sides and getting involved at a thematic level is this: presenting the situation as personal conflicts, not just strategic ones.
QuoteOr would you prefer to talk about how that caring is generated in the first place?
QuoteWould you like to talk about how to use that calendar as effectively as possible, during a tense conflict that the players already care about?
QuoteSo, I guess, you can't force anyone to play NAR. They either want it or not. And if your players say 'we don't care' about the plots, then, maybe there is big problem about the story.
QuoteI have four strong beliefs when it comes to writing/designing setting/story.
QuoteFirst, I believe the story/plot should be rooted in 'history'.
QuoteSecond, the use of gray scale protagonists, meaning I don't have black and white characters.
Quotehow to handle a multi plot without the use of a calendar
QuoteSometimes, creating or defining the history is one of the highlights. Generally, extensive histories are no needed and can even be negative if the GM doesn't remember them almost by heart.
QuoteMemorise it all. Make things happen when it seems like a good idea. Have events and let the story create itself organically.
QuoteMy experience suggests that many players will enjoy it a great deal, and that you will be surprised at how well they can build the developing story instead of merely watching it.
QuoteNo one should be forced. Encouragement is fine, though.
Quote from: pells on January 28, 2006, 12:02:55 PMQuoteSometimes, creating or defining the history is one of the highlights. Generally, extensive histories are no needed and can even be negative if the GM doesn't remember them almost by heart.The objective of the history is to give depth to the description of the elements.
QuoteThis is not a home brew campaign, planned a session at a time.
QuoteSo, I see the calendar as a tool to elude that.
QuoteRemember, there is no predefined holes for the players to fill.
QuoteSo, when it happened is NOT when I needed it, but in coherence with that specific plot.
QuoteBefore going on to the next example, just a reminder : my events are defined for a given week, not day. So the DM can manage when they happen as to serve his needs.
QuoteQuoteNo one should be forced. Encouragement is fine, though.But how do I acheive that, encourage them ? In my game, so far so good. The players take side, they get involved, they are really in the story. They like it. But, like I said, I don't want to generalise over that.
QuoteAs I said, another point of view. I do understand what you are after, and think that it is superior to standard modules or adventures (there are free ones for D&D in the company's website, if you are interested, but most are not that good). Your way is simply not the only way.QuoteThis is not a home brew campaign, planned a session at a time.I don't plan my sessions in any way deeper than your calendar does. Probably less rigorously.
QuoteIt is probably just me, but ready adventures always seem like crutches. Same with ready calendars. A tool with which to elude the fun point. Then, my GMing style is quite sim, so read my input with that in mind.I am not saying that what you are doing is worthless, far from that. It simply is not something I am too interested in.
QuoteWhat you do seems to be a variation of "run a setting, let PCs do what they want".
QuoteI add generic random or bizarre events now on then. See if the PCs follow the leads. So, when it seems like making something happen is a good idea does not have anything to do with a plot of any kind.
QuoteReward system. It is a way of telling the players that what they did was a good thing. Also, general material for GMs to tell the players, stuff like "you make your own plot, or not; your choice". D&D's standard reward system is not good for this, IMO.Static experience awards for simply being there might work, but to a sim direction.
Quote from: SebastienAt some point, a group of great warriors splited apart based on a conflict about the shamens. My players took side with them, leaving the city in their company. As they left, the members of those group gave them some powerful items that they use. So, my players got a reward, better armor, a steed, but not by killing out monsters, instead as a reward for the sides they had chosen to take part for. I guess this is a good way to encourage them.