Post by Bard on Jun 16, 2008 7:10:46 GMT -6
I've been reading Tim Kask at Dragonsfoot these days...
Today I found this post: www.dragonsfoot.org/forums/viewtopic.php?p=556287#p556287
"In any RPG of any type, the synergy of the participants is the essence of why we do it. Formal dicta and proscriptions are the antithesis of a evolving, organic campaign."
So this started me thinking...
I'm designing my new campaign, and rule set and such, to start to introduce my newfound od&d game to myself and to my friends... But if I want to go back in time, to the beginning of this hobby, to feel the true old school feeling, maybe I should make my starting rule set as small as possible, as simple as possible, to leave room for my players to participate in the creation of our game, which we will play together. It's not that I, as the referee or DM, won't be the final authority on the rules (and if anybody will start his own campaign, then I will support them in this too), but I will encourage the players to participate in the creating the game. Not just the story with the actions of their characters, but the game as a whole, we as a group will probably enjoy playing the most.
So I will need an introductory rules & campaign book, which is short, so they can understand it easily, but complete enough that we can start playing with it, even if nobody wants to add anything to it, and which is incomplete in a way that it's only "enough" to start the game, for example for "the introductory module", and then on if they are hooked, we should expand it together.
I want to encourage my players to give their own ideas on how should we play as well as what should we play (where their characters go, what they do, who they interact with etc.).
(Maybe I try to post what I come up with in the Workshop forum, this will encourage me to keep it simple so I don't have to translate too much, and maybe I can finally get out of the philosophy trap, and start moving to actual gaming...
Today I found this post: www.dragonsfoot.org/forums/viewtopic.php?p=556287#p556287
"In any RPG of any type, the synergy of the participants is the essence of why we do it. Formal dicta and proscriptions are the antithesis of a evolving, organic campaign."
So this started me thinking...
I'm designing my new campaign, and rule set and such, to start to introduce my newfound od&d game to myself and to my friends... But if I want to go back in time, to the beginning of this hobby, to feel the true old school feeling, maybe I should make my starting rule set as small as possible, as simple as possible, to leave room for my players to participate in the creation of our game, which we will play together. It's not that I, as the referee or DM, won't be the final authority on the rules (and if anybody will start his own campaign, then I will support them in this too), but I will encourage the players to participate in the creating the game. Not just the story with the actions of their characters, but the game as a whole, we as a group will probably enjoy playing the most.
So I will need an introductory rules & campaign book, which is short, so they can understand it easily, but complete enough that we can start playing with it, even if nobody wants to add anything to it, and which is incomplete in a way that it's only "enough" to start the game, for example for "the introductory module", and then on if they are hooked, we should expand it together.
I want to encourage my players to give their own ideas on how should we play as well as what should we play (where their characters go, what they do, who they interact with etc.).
(Maybe I try to post what I come up with in the Workshop forum, this will encourage me to keep it simple so I don't have to translate too much, and maybe I can finally get out of the philosophy trap, and start moving to actual gaming...