creativehum
SOC-14 1K
First -- I will correct later today!
Second -- you wrote it! Do what you want with it!
Second -- you wrote it! Do what you want with it!
If it's NOT a run-of-the-mill occurrence that people with the characters' experience (lots of ex-military, right?), skills, and lack of affiliation show up, then people will notice. They will seek out the characters and try to involve them in their schemes.
I think Adam's point were really awesome. But this one struck me as really interesting and I never saw it stated so clearly before. The reason this point is particularly cool is that it highlights how awesome the characters are. They do stand out. They are worth a lot. If they show up, with a certain bearing, with a certain competence clear in even how they unload cargo, then they will be noticed. They are worth noticing.
Over the summer I ran D&D Expeditions for my FLGS which is geared for people who are completely new to D&D or even RPGs. The purpose is to introduce them to the game. During these sessions I would tell people that playing a RPG isn't so much playing in a game as it is participating in an interactive story-telling session.
One of the problems with organized play, especially of D&D, is that a significant number of GM's and Players are running it as little more than a boardgame with connecting narration. (I am sometimes guilty of this.)
One of the problems with organized play, especially of D&D, is that a significant number of GM's and Players are running it as little more than a boardgame with connecting narration. (I am sometimes guilty of this.)
For something that is an introduction to RPGs that's not necessarily a bad thing. It's kind of like easing into the pool slowly.
Burt the whole point of the story was that making stuff up on the fly is part of the challenge of being a GM.
Or basically like a computerized RPG quest on rails.
If you think about it, that's the default modern gamer experience- the adventure that MUST be coded, that CAN'T go into a sandbox world and jump into entirely different genres or interests.
It seems I need to figure out where the jump landed them (I think I read rules for this).
If they didn't come in pretty close to the starport, I need to figure out if any bad guys try to ambush them on the way there. More likely in Red and Amber zones, but how do I tell?
How tough are the bad guys? Do I make this up? I don't want to tailor every encounter to the current state of the party (this feels artificial), but I also don't want to confront their little scout ship with an overwhelming force which wipes the floor with them in an instant and makes off with their ship ....
I need to decode the UWP for the system to figure out what they should expect when they get there. But this is challenging too.
where do I even start with this?!
How do I make the characters even care about what is going on in this world?