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#11 |
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Join Date: Aug 2008
Location: Seattle, WA
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What I love about GURPS is the open-endedness. The fact that whatever the players and the GM agree on is indeed possible. However, the game just needs a certain amount of focus because of the way it's typically played: a group of people all sitting at a table sharing a collective vision of an imaginary world. The characters all need a reasonable amount of motivation to stay together and work with each other. The GM needs to be somewhat prepared for whatever the players decide to do. And you don't want to have players get too upset when their character ends up in a situation where he's useless.
So I guess my answer would be that I'd be up for playing as unfocused a game as we could possibly get away with and still have fun. What I've been contemplating doing (I'm not sure it's a good idea) running a Play by Post campaign that isn't at all focused. The PCs can all have different motivations, be in different places and sometimes have conflicting interests. I'm thinking the PBB format just might make this possible. No need to send someone off to another room because his character isn't with the rest of the party. And the GM can always take time out to adjust and plan according to what happens. I'm thinking it may be especially rewarding when characters who haven't met but have been influenced by each others actions finally come face to face. Anyway, it's what I've been thinking about lately and it kind of relates to this thread. I think. |
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#12 | ||
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Join Date: Jun 2005
Location: Lawrence, KS
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Quote:
Now you can use a lot of them. In my last fantasy campaign, the PCs were three gods descended to walk the astral plane and have adventures (Aeolus, Miacha, and the deified Errol Flynn, god of swashbuckling and piracy); a young rakshasa who had been sent out to prove herself, whose powers included changing into a tiger; a Canadian métis shamaness who was fleeing the wendigo; and an Atlantean privateer who had The King's Two Bodies with his ship. We managed to make it work. On the other hand, the players showed a remarkable reluctance to use any form of spellcasting. Quote:
Bill Stoddard |
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#13 |
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Join Date: Jul 2006
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This is your problem. This is too vague. When I start I say: this is the culture you come from, this is what an adult male is expected to be able to do, this is what an adult female is expected to be able to do, these are typical archtypes, these are common senarios you must be able to participate in.
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#14 | |
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Join Date: Jul 2008
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DF is designed so that you can to some degree just let people each pick a template and play it, and you've got a game. This is a special feature of the DF/Action/MH semi-precooked game style, and even then you would do much better coordinating things. Fantasy is not that type of book. The purpose of the True King template is entirely different from the purpose of the Experiment template.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#15 |
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Join Date: Dec 2006
Location: Houston
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Mark me down for narrow focus in your spectrum. I run a fairly linear story with few sub-plots and regular action beats.
It helps us get a story told, it keeps loose end to a minimum and it keeps us rolling along and engaged in the story. That's how we have fun. When we first started playing GURPS, I tried 'sandboxing' a game, and it largely ended up just being them wandering around and feeling like nothing was getting accomplished. It was sub plot overload. Now we keep it tighter with simpler stories and fewer plot distractions. The plot 'clues' I leave are numerous and normally non-vital hints that they are on the right path. We get more story told, more bad guys drop dead and more swag is in the bag. :) It aint for everybody, but it sure seems to work for us! Nymdok Enabling Rootin, Tootin, Lootin, PCs since 2005. |
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#16 | |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Quote:
(Understand, please, that I'm presenting a choice and I'm trying hard not to make one side of that continuum worse than other. Obviously, you can have a rigidly focused, neurotic game that nobody would want to play, and games where "You can take anything in the book that you want!" tend to end in chaos and disaster, so I understand that people are going to be on a continuum here, and I'm trying to get a sense where on that continuum they lie)
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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#17 | |
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Join Date: Apr 2009
Location: South Shore-ish, MA
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Quote:
Now I will note that GURPS: Fantasy does contain a ready-made campaign, "Roma Arcana" so if that's what your asking, you need to clarify that a bit more, as that campaign is literally only one tenth of the GURPS:Fantasy book. For myself, I'm more inclined to create a world, with possible seeds/situations happening, and then drop the players into the situation. I've always inclined more to the "sandbox" approach, although I recently read on Penny Arcade of an amazingly open sandbox method, which, if I had more players in the area, I'd try. Now what I thought you were asking about was more of the question "adventure on rails" vs. "open-ended sandbox". I'll note that I fall even more strongly on the sandbox end of the spectrum there. I've let players completely blow off the main "quest" in an adventure. Of course...that means that there are consequences.... Last edited by Wraithe; 05-25-2011 at 12:38 AM. |
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#18 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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Quote:
Griffin Mountain: A party of soldiers and civilian professionals (ranging from a scribe to a courtesan) go out to Heathen Balazar to carry the Lunar flag and get involved in varied encounters with the locals. Jesus Magus: During a time of troubles in the Roman Empire, several wealthy residents of Burdigala recruit an Impossible Mission Force to protect the city against natural and supernatural threats. (Yes, this was the inspiration for Roma Arcana.) Oak and Ash and Thorn: Five British teenagers take a wrong turn on Midsummer's Eve and are stranded in the twilight lands, where they get caught up in a war among the Fair Folk. Hong Kong Shadows: A bunch of mages from rival factions in Hong Kong, and their unAwakened allies, cope with the Chinese accession, the Chinese magical agency (a splinter from the Technocracy), and each other. Zimiamvia: The new generation of avatars of God and Goddess wander around having adventures, and repeatedly running into each other. In the end, who marries whom or is in love with whom turns out to be a central issue. Under the Shadow: Refugees from Sauron's takeover of Middle-Earth at the end of the Third Age band together as a resistance movement; subgroups of them go out on covert ops missions. Manse: Residents of an isolated castle surrounded by magical wilderness cope with various threats, deal with political issues, and (in many cases) try to find people to marry. Everyone played a senior aristocrat, a cadet aristocrat, a soldier, and a servant, and cross influences were a big focus. The King's Men: King Verence of Lancre recruits a Watch to help bring his kingdom into the Century of the Anchovy. Comedy ensues, along with social commentary. Everyone is in the Watch. The Foam of Perilous Seas: The officers of a privateer in the service of Atlantis sail the Pearl Bright Ocean and have adventures. It looks as if roughly half of these have a single focal activity (protecting a city, fighting against Mordor, law enforcement, privateering). One has everyone with a common goal—getting back to the mortal world—and four of the five PCs were musicians, which was important in many episodes, more so than combat overall. Two campaigns had some characters with a mission and a focus: The soldiers in Griffin Mountain and the soldiers in Manse (and the cadet aristocrats in Manse, if you count growing up and getting married as a mission). Hong Kong Shadows and Zimiamvia had nothing remotely like that; Zimiamvia was a total sandbox game. For that matter, aside from the assigned roles (one of this, one of this, one of this), Manse was a total sandbox, to such an extent that every player got to make up a lineage of aristocratic mages, with their hierarchy, marital customs, magical specialization, style of dress, favored nonmagical activities, and so on (I made up a fifth, founded by the twin brother of another house's founder, and one of the players took the role of an adolescent girl from it, whom she nicknamed "Hermione Abhorsen" after playing her a while). I think, in short, the answer is Yes. Yes, I'd rather run a tightly focused campaign; Yes, I'd rather run a loosely focused campaign. Yes to all of it. But even my loosely focused campaigns don't just throw the gates wide and say, "Play whatever you please!" Well, except Zimiamvia, which used the Amber Diceless rules that make that easy to manage. . . . Bill Stoddard |
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#19 |
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Join Date: Feb 2009
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I tend to go very loose to start
'Okay, so like, its a TL 4 type setting, in a sorta kinda Rome inspired place called the Republic, and your going to be in the capital of this Republic called Primus. Airships exist. Alright, you have 300pts, anything goes, get to it' Then focus occurs after chargen 'Hmmm, a Magic! using young archmage, a ninja with a dog, an alchemist with a steam mech, and a bow using cleric of Artemis . . . alright then, so, we now know the setting has ninja and steam stuff . . . . lets try to hammer out any other important setting details and what in the world these 4 are doing together' I've _tried_ running games that start off with a tight focus, but they never get anywhere . . . . so it goes 'loose focus, chargen, tighten focus' |
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#20 | |
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Join Date: Apr 2006
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Quote:
I generally like something in the middle. I moved from D&D to GURPS to get away from the kind of tight focus you're talking about; I was sick of playing mass-produced action figures. At the same time I've been in player-driven sandbox games that generally break down because players were expected to be given some kind of plot to work with, or because the PCs all have different motivations and no good reason to stick together. |
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| Tags |
| dungeon fantasy, game mastering |
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