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(Don't) Look Back in Anger

Started by David R, March 11, 2007, 08:07:31 PM

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Greentongue

I've written a Series of adventures set during the Great Flood of 1927.
Untold Stories (of the Great Flood) and the One Shot "Fresh Meat" provoked a bunch of less than positive feedback.
Mostly it seemed to be the applying of current standards to historical times.
A damned if you do, damned if you don't situation.
Do you try to reflect actual times or the rose-colored version?
If you gloss over the details people are upset, if you delve into the details, they are even more upset.

I truly believe that this is why Fantasy is so popular. You can "de-humanize" non humans without guilt.

In the example given previously, if the Players had head shot a friendly goblin kid, most likely few would blink.  
"Evil" is very convenient for gaming purposes.
=

Gunslinger

Quote from: stumpydaveMy games have all pretty much suffered from the PC vs NPC problem. NPC's exist to be exploited or shot or provide an obstacle which requires ignoring until such time as it can be exploited or shot.
Happens a lot and I think it has a lot to do with "the party".  The PCs have no real contacts outside the other PCs.  NPCs are there either to screw you, throw you into an adventure hook, or some unremarkable archetype.  I really try to break "the party" up as much as possible.  Give each of the characters different experiences, information, and contacts so the NPCs become something to further establish the PC within the campaign.  The problem is that it's time consuming if you have a dedicated GM to run solo or mixed party adventures.  It's one of the reasons I'm trying to sell multi-character, GM-swapping campaign structures to the group I play with.
 

flyingmice

Quote from: GunslingerHappens a lot and I think it has a lot to do with "the party".  The PCs have no real contacts outside the other PCs.  NPCs are there either to screw you, throw you into an adventure hook, or some unremarkable archetype.  I really try to break "the party" up as much as possible.  Give each of the characters different experiences, information, and contacts so the NPCs become something to further establish the PC within the campaign.  The problem is that it's time consuming if you have a dedicated GM to run solo or mixed party adventures.  It's one of the reasons I'm trying to sell multi-character, GM-swapping campaign structures to the group I play with.

Agreed! I always try to embed my PCs in the setting by having them have families, friends, and aquaintances outside the party - and I don't screw with them much at all. If the only thing a family means is another way for the GM to manipulate you, then I don't really blame people for making up callous loner orphans who shoot little children between the eyes.

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
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