Re: Improvise or Die [So what?]

From: Mike Dawson <mdawson_at_...> <mdawson_at_...>
Date: Mon, 09 Dec 2002 15:24:15 -0000

I expect I (and many others here) can't have enough insight into your group to give a good answer. That's because my first reaction to the comment above is "So what?"

My players have come to realize that the world around them is constantly shuffling and changing, and if they don't, as a group of Heroes take the initiative, then outside forces will initiate something on their butts.

Just yesterday one of the players got to sweating over the phone - they've just finished a long and complex foray into the Spirit World and now that they've returned they need to figure out what to do next.

If they don't get moving, they know that the evening's session (and perhaps several to come) will focus around one or more of the flaws the Heroes have.

So, I say: If the Heroes are a bunch of layabouts, "introduce" them to some antagonists who are industrious.

In my games I'm very careful at the start to set things up so there's a pretty clear problem facing the Heroes, because the Heroes need to learn the world, the setting, the system and my campaign style. BUT I don't mandate that they go after it. Sure, they discover that their family is cursed and their estranged uncle may know about it and wants to see them. But if they decide that they want to just try to ride away from that problem, or all convert to Humakt to sever the relationship, well fine - that takes the campaign in a new direction.

For new players, I've used the analogy of The Field of Holes.

Your Hero stands on a vast open terrain, covered with holes of various sizes ranging from shallow depressions to vast caverns. Most are head sized. Some seem to be expanding like sink holes, others are collapsing slowly or quickly, filling up and disappearing. Some holes are pleasant looking, some frightening. Some look likely to result in fatal falls. Some may conceal their danger. Some of them have what you're looking for at the bottom. Some may be connected in ways not apparant from the surface.
At the start of the campaign, your Hero is in front of a hole. He may stick his head in and begin to discover what's there, and of course risk getting stuck or having his head bitten off. Or he may turn and stick his head in another hole. He may even walk off a great distance, trying to avoid other holes in an effort to reach one of his own choosing. The holes are situations and plots, and the one thing that's certain is that if the Hero stands still, one of them will open beneath him, and it may very well not be one of his choosing.

I also find the players' lack of Gloranthan mythic knowledge to be a problem, but as the years of the campaign have gone by, the players have learned that myths hold the key to their goals, and so in bits and pieces they start to research, ask questions of their priests or spirit chiefs, and delve into the mysteries.

I act as their "cultural memory" in most cases, as I think any Hero with a [whatever] Myths 17 knows more than anyone except maybe Greg, because they experience those things directly.

Mike
http://differentgames.onestop.net

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