Re: Re: Campaign styles

From: Mikael Raaterova <mikael.raaterova_at_...>
Date: Fri, 22 Feb 2002 12:15:12 +0100


Nils:
>> >* "Farmer campaign", where day-to-day life of the community
>> > is the main focus of play. You need to know a lot about
>> > economics and social structure for this.
>>
>> Actually, i don't think so. IMO, the key to success in a farmer campaign
>> is to make the players feel like they are an integrated part of their
>> local world/community, doing "real" things. As long as you as a
>narrator
>> can justify your weird antics post-hoc, i don't think you need to be an
>> expert on the economics and social structure.
>
>I still think you need to know how the stead's (or whatever)
>economy and ecology work out to a fair degree in order impart
>this feeling of integration.

It may be a matter of Narrator style. For me, it's enough to know that there is an economy/ ecology. Since such systems are pretty complex beasts, just about anything can crop up. The trick is to motivate the event/ situation post-hoc.
>
>
>> I think you are overstating the need to know the details intimately. I
>> strive to contextualize the characters and put their actions and the
>> consequences into a wider whole, where NPC:s and factions have their own
>> agendas. You don't need to detail the agendas or possible reactions of
>> various factions beforehand, but you do need to make them believable and
>> motivated as events unfold. I hope i'm pulling it off...
>
>But you also need a good grasp of what happens out of the
>heroes' sight, how the simultaneous events interrelate.

As with intra-clan happenings, inter-clan events and outcomes can be pretty much anything. So, as long as you can motivate what happens, you don't need to know how the NPCs and factions interrelate.
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