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Great White Games/Pinnacle Entertainment Group Discussion Forum for PEG/GWG
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| Should I add a poll to this thread to keep it from being removed later? |
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88% |
[ 8 ] |
| No |
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11% |
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| Total Votes : 9 |
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farik Seasoned
Joined: 12 Mar 2008 Posts: 322
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Posted: Sun Apr 13, 2008 12:02 pm Post subject: |
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| The arcing Plot Point hook is exactly what I was talking about above. I know what I want the end confrontation to be like and I have several cool ideas for adventures along the way. But that initial hook that ties the party together and gives them a purpose that will survive the death of some (or all) party members that is the part that seems to take real finesse. |
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Wiggy Legendary

Joined: 03 Sep 2003 Posts: 5597 Location: TAG me. I dare you!
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Posted: Sun Apr 13, 2008 12:24 pm Post subject: |
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| farik wrote: | | The arcing Plot Point hook is exactly what I was talking about above. I know what I want the end confrontation to be like and I have several cool ideas for adventures along the way. But that initial hook that ties the party together and gives them a purpose that will survive the death of some (or all) party members that is the part that seems to take real finesse. |
You can tell the players the overall campaign goal, but I think it's more fun they learn it for themselves during play. Telling them right at the start that "They must kill a demon lord to save the world" means they know exactly what awaits them at the end of the road.
Why not lead them in without telling them? "Collect this item for our temple in Bobsville" becomes the PP when they get to the temple to find it destroyed and tracks lead away north into the Dangerous Wild, for instance. The raiders are orcs, but after defeating them the heroes learn the orcs are working for someone else, and now that person or thing has the artifact. But then they hear about a sage nearby who might be able to give them some clues as to what the hell is going on, only he's been kidnapped by bandits!
Where's the demon in all this? Yet to appear He comes in much later, when the heroes interference forces him to despatch shock troops to hunt them down.
And the goal can also change along the way Let's use the Star Wars PP idea for a quick reference. Luke is told by Ben he must become a Jedi on Alderaan. Cool--the PP seems to be pointing him toward that line of adventures. Then BOOOM, now the PP is to destroy the Death Star.
Why not point the finger at the players and get them to tell you why they're already together, why they know and trust each other? I've played in more than a few campaigns which died in session one because that party trust never existed. We were all drawn together unexpectedly without prior knowledge of each other, and it went tits up from there
Wiggy _________________ Wiggy
Creative Director Triple Ace Games
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Gray Mauser Novice

Joined: 06 Mar 2008 Posts: 49 Location: Upstate New York
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Posted: Sun Apr 13, 2008 12:45 pm Post subject: |
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But again I wonder if not telling the players that the 'purpose' of this particular campaign is to slay a demon lord is going to send them off into the wild without any clear direction. Now, the players might know this but characters could, and probably should be in the dark about it.
The reason I'm harping on this so much is from recent experience you could say. I had been running a game of Iron Heroes that utilized a Plot Point-esque story to it. Although not exactly a Plot Point as defined in here, it had major plot arches and such that I wanted to expand and built on just like a PP game. But I never told the players what the end was. And the 'story-debt' kept building up and the players, along with their characters got confused. "Why are we doing this quest again?" I'd be asked. I'd try to assure them I had a method to my madness but eventually as the players spun the game the way only players can, even I had trouble trying to keep the original story in focus and relevant.
I don't own any of the other setting books. But if I picked up say 50 Fathoms, would/should the players already know "Hey, sometime during the game we're going to need to find some artifacts and save the world."?
| Wiggy wrote: | You can tell the players the overall campaign goal, but I think it's more fun they learn it for themselves during play. Telling them right at the start that "They must kill a demon lord to save the world" means they know exactly what awaits them at the end of the road.
Why not lead them in without telling them? "Collect this item for our temple in Bobsville" becomes the PP when they get to the temple to find it destroyed and tracks lead away north into the Dangerous Wild, for instance. The raiders are orcs, but after defeating them the heroes learn the orcs are working for someone else, and now that person or thing has the artifact. But then they hear about a sage nearby who might be able to give them some clues as to what the hell is going on, only he's been kidnapped by bandits!
Where's the demon in all this? Yet to appear He comes in much later, when the heroes interference forces him to despatch shock troops to hunt them down.... |
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Wiggy Legendary

Joined: 03 Sep 2003 Posts: 5597 Location: TAG me. I dare you!
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Posted: Sun Apr 13, 2008 12:59 pm Post subject: |
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| Gray Mauser wrote: | I don't own any of the other setting books. But if I picked up say 50 Fathoms, would/should the players already know "Hey, sometime during the game we're going to need to find some artifacts and save the world."?
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Usually, you don't know the true focus of the PP until after character generation. Players should know the backstory their characters would know (aliens invaded earth and killed all the superheroes, the Sea Hags placed a curse on the world). Sure, they might be able to guess the goal, but there's no guarantee they're right until play begins.
I wouldn't start the game just by going, "You have to slay a demon." Introduce that goal very early on through play. Maybe they go the temple in my previous example and find a big clue a demon lord is involved.
We tell the players the PP focus through the early episodes because of space limitations and the need to remained focused. X leads to Y leads to Z, usually in an obvious way. It is a form of railroading, but PP campaigns aren't open settings--they exist to tell a single story.
There should always be room for maneuvering off the track, though--characters should be allowed to do other things. Our PPs allow for that--we tell you to go to X, but when you go is your choice.
But so long as the party know where they need to go next to complete the quest, it'll be the players choice whether to follow the campaign or ignore it (and so ruin your game).
Wiggy _________________ Wiggy
Creative Director Triple Ace Games
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farik Seasoned
Joined: 12 Mar 2008 Posts: 322
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Posted: Sun Apr 13, 2008 6:09 pm Post subject: |
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In 50 Fathoms the starting hook is very simple. The characters were all hired and got ship wrecked. The only thing the Players had to agree on at character creation was "You need to make a character who is currently traveling on a merchant vessel carrying lumber through the southern portion of the pirate sea.
As I recall Rippers starts with the players already in a small "lodge".
Anyone care to share Hooks from their own games (other than everyone being in a pub/market place when a fight breaks out)? |
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Lysander Seasoned

Joined: 13 Apr 2008 Posts: 414 Location: San Antonio, Texas
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Posted: Sun Apr 13, 2008 8:31 pm Post subject: |
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I was involved in a campaign a while back where we all made characters, equipped them, got them ready to go and were told:
"You're all prisoners on an island jail (either because you're guilty of a crime, or we're framed - you decide why), and a huge storm has given you the opportunity to stage a riot and escape. Here's a list of things you've been able to collect from the guards and from storage to claim as your own equipment. Everyone roll % and that's how many of your starting HP you still have. There are 5 other jailbreakers with you who demand a share of the 'loot'. There is one ship still seaworthy but no crew. Go!"
Of course a fight broke out about the equipment. Then one broke out on the ship as to where we were going to go. We managed to get away and head to a small cove an NPC knew of, which happened to have brigands (who had a few of the things our characters initially started with in their stores... and so on.
Lasted about 8 plots (approx 15 sessions total) It was fun, but some of the players didn't like it. I was a 1/2 Orc Monk, so I had no real need for equipment, but watching the greedy PC's jockeying for stuff was humorous... |
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