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#41 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Bill Stoddard I don't think we're in Oz any more. |
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#42 | |
Join Date: Aug 2004
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I'm a big fan of sandbox design, but not for plotting. |
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#43 |
Join Date: May 2021
Location: Eastern Kentucky
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#44 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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#45 | |
Join Date: Oct 2024
Location: There's a head attached to my neck and I'm in it
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I'm probably overthinking. |
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#46 |
Join Date: May 2021
Location: Eastern Kentucky
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I'm of similar vintage as well. I've never played in a club atmosphere and generally didn't like "organized" play. I'm not saying your club was like organized play. I just meant I've seen a lot of that in more recent years but it never interests me.
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#47 |
Join Date: May 2021
Location: Eastern Kentucky
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I think the nature of the game is what tends to make it that way. Fantasy and Space lend themselves well to such matters. I think an espionage game would be more GM driven as the heroes are often agents of some government and get orders. I could though see the "destination" as a sandbox. Like go to this Island and find out who is messing with U.S. space launches. (e.g. Dr No.).
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#48 | |
Join Date: Mar 2006
Location: Iceland*
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Or the PCs could be a faction, which is especially likely in urban fantasy or other genres where there is secret occult knowledge and the PCs discover this secret and start learning magic. They might have started out as agents of the MI6 or KGB, but once they figure out that the target of their penetration operation is a fey changeling and their direct superior is a brain-eating vampire, they will, at minimum, have to make some tough decisions, and they might end up deciding they can't trust anyone but each other (and even then, they've got some doubts about this one guy).
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Za uspiekh nashevo beznadiozhnovo diela! |
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#49 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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The difficulty with modern "organized play" is that it presumes the game company knows better than anyone else how their game should be played. Since that presumes the existence of a "best way" (which I'd seriously dispute as a concept) it inevitably means that the game is prescriptive about the form and style of play. Where's the fun in that? The reason for that approach is that it enables people to run something that must be classed as an RPG, if not a very good one, with less effort and creativity. And "nobody ever went broke underestimating public taste." Making GMing easier is a way to sell more books. The modern organized play system is at least an improvement on the "tournament" or "competitive" play of the 1980s, where players could compete in leagues, scoring points entirely at the whim of the GMs of the standardised scenarios. As someone who was trying to defend this form said "It's less corrupt than it used to be!" as if that was a recommendation to take up a deeply foolish idea with very little entertainment potential.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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#50 | |
Join Date: May 2021
Location: Eastern Kentucky
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