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I ran a couple sandbox open table exploration games. I learned that player continuity/turnover has a huge impact on how the game turns out. In the first campaign I had a solid core of about five players who attended most games, plus the same number who dropped in and out. That meant that there was good transmission of knowledge - understanding of the map, the factions, which areas were dangerous, which monsters to watch out for, and what items were essential in the dungeon. It also meant that the end result wasn't much different from just running a conventional campaign with a fixed group of players. In the second series there was much less continuity. About two thirds of the way through the game, I had 100 percent turnover from the first session. That meant there were sessions entirely filled with brand new players, who had no idea what was going on in a game world that had become very militarized and dangerous as a result of events from previous games. The players who maintained the shared maps didn't attend every session, so new players ended up completely lost in areas that previous groups had already explored. Which was all certainly realistic within the fictional game world, but also "punished" the new players for things they had nothing to do with. So it's important to have a method of onboarding people in the case of a completely new group. The other thing to watch out for is how your advancement system affects what the players choose to do. If they get XP for treasure, they will not explore random uncharted areas if they have rumors about where the money is, and will not explore rumors if they have offers of paying jobs. They won't get involved in faction politics or do favors for NPCs, unless they're getting paid or they personally like the characters in question. Which isn't going to happen if you've got lots of players who are meeting all the characters for the first time. And the more dangerous the make your world, the greater the reluctance gets to doing anything that isn't profitable - leveling up is how you survive, sticking your neck out is how you get killed. When it comes to NPCs and factions, the other question is whether they treat the player group as a faction in itself, or a collection of individuals they have relationships with. IE if a player character pisses someone off, is that NPC also pissed off at a completely new crop of players in a subsequent group? Or are they only upset with the individual player character who did them wrong? What about if they discover the association between the offender and the other players in-character? If your game doesn't feature factions heavily (such as exploring a depopulated wilderness) you don't have to worry about this one as much.
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# ¿ Jan 10, 2021 01:16 |
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# ¿ May 12, 2024 05:41 |
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aldantefax posted:I think a classic game of this type does not feature politics prominently to start and the grasp of civilization only extends as far as the town itself - the wild is a wholly separate entity and zone conceptually. aldantefax posted:I wonder, is it possible to run such a game and place the burden of keeping game world consistency something that players ought to do? Anisotropic Shader posted:I am struggling to handle combat in an exciting way that isn't just purely fatal - I get that it isn't supposed to be 'combat as a sport', but maybe I just lack creativity because combat keeps coming up!
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# ¿ Jan 10, 2021 23:17 |
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Anisotropic Shader posted:I think some of my fears about fatality might also be due to inexperience with running games where character death is an expectation. I need to find ways to make it so the loss of a character is obviously a drawback - but it doesn't kill a player's interest in the endeavor - something to do with starting EXP most likely, so they don't feel that they're doomed to grind through level 1 all over again if they die. I mentioned in the Retroclone thread that I've been having trouble with pacing awarding exp and I think that could be a compounding effect - it takes 5 sessions to get half way to level 1 and then you die. That's an enthusiasm killer. Anisotropic Shader posted:With regards to 'players set the schedule' - I've found it really hard to get players to do this: we have effectively just settled into two parties that have different time slots. I am planning to try and break this up somewhat by forcing them both to wait in 'town' until the other party returns so they can finally talk and cross-pollinate. Without a big pool of players (and enough DMs to support them?), I think the West Marches ideal of self-organizing parties doesn't work. Anisotropic Shader posted:This is a good point - I keep getting caught up in "this room contains a monster so it has to attack!" and don't stop to try and characterize the enemy. Even stuff like the giant cockroaches and slugs that are being encountered currently can be made more interesting by using the reaction table as inspiration. I'm trying not to nitpick every sentence of your post, but all the issues you're describing are ones I've encountered myself, so I'm listing solutions that worked for me. fashionly snort posted:ok also also, I think a good west marches campaign should incorporate some board gamey elements (half sandbox, half boardgame?); I've been thinking of doing stuff like allowing my players to "invest in the town" in order to increase the starting level of future adventurers should their current crop die. fashionly snort posted:oh and does anyone have any favorite programs for creating pretty hex maps?
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# ¿ Jan 11, 2021 23:14 |
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I've used this one. Or, I "used" it but I never had to actually roll on it. Once I told the players that they needed to exit the dungeon before the end of each session, they did a good job self policing. They budgeted the time necessary to leave the dungeon into their exploration calculations, including possible delays if something unexpected and time-intensive came up, like a random encounter near the exit. A good rule of thumb was that if they had one hour left, and they weren't already on their way out of the underworld, it was time to turn around. And if that meant they got out of the dungeon with lots of time to spare, they could use that to talk with NPCs, visit the tavern, do faction or character stuff, etc. On my end, I also made sure to add "stoppage time" to the session clock if I did things that delayed the group through no fault of their own. Like taking an emergency phone call, or calling a break to make another drink.
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# ¿ Jan 11, 2021 23:57 |
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Anisotropic Shader posted:Is it expected that each (3 hour, for me) session should involve leaving, questing and then returning to the home base? I hadn't considered this - currently I am running each 'expedition party' as like a mini campaign - they head out, spend several (roughly six) sessions on the road and then make it back to the home base (with 300 exp each, ughhh). I can see how having everyone back at base between sessions might be a requirement for having a pool of PCs to intermingle and self-organize. Probably doesn't help that because of how I'm handling travel it can take hours to get anywhere...
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# ¿ Jan 12, 2021 20:27 |
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ninjoatse.cx posted:I kind of wonder if there’s a different system that could serve as an in between forum posts and live sessions. A discord chat type system, perhaps? I feel like this is a common problem someone else has solved. I can imagine it working with a very different style of game, where the players control a caravan or large expedition, and gameplay is the players who are present voting on what decisions the caravan makes. But not if the players control individual characters, who need to be present for every encounter the group runs into.
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# ¿ Aug 25, 2021 18:34 |
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# ¿ May 12, 2024 05:41 |
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Hand-recruiting people you know and like from your existing communities is the gold standard. People you already talk to regularly already and enjoy interacting with. But obviously if it was that easy, you'd already have a group assembled. Public recruiting will always be a minefield. The best you can do is identify your favorite players from the larger pool and split them off into their own group that you maintain contact and regularly play with. The fantasy of troupe style play is a large group that self organizes sessions whenever some of the members can agree to meet. In reality you usually get a handful of regulars whose schedules overlap, and a revolving door of guest players on the periphery who might show up for a session or two when they can make it.
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# ¿ Sep 14, 2021 17:58 |