Friday, February 4, 2011

[SFD] Player goals, or "what to show up with?"

As we move into the final weekend before character generation and kicking off Savage Fallout: Detroit people have been talking more about their characters goals.

I dont need, or even want, players showing up with detailed plans for their characters. Thanks to the disaster of both my abortive D&D 4E campaign and the Changeling: the Lost misadventure have shown me that allowing character motivations to become too widely divergent is a recipe for disaster. So here's a general list to keep in mind

  • Keep it simple and basic - we WILL flesh it out later
  • try to keep it suiting Fallout, and if you dont know Fallout think generic or "Book of Eli" for motivation
  • dont get totally attached to a motivation or goal - you might hear something that inspire you to something you never thought of
  • be open to other comments or ideas, you might get a twist on your idea thats even cooler
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Heres some additional old advice I found on Greyhawk Grognards blog

Advice for Players from... the Players Handbook

There's a whole section in the back of the Players Handbook called "Successful Adventures." I liked to think I was being pretty slick, since I read it over and over, and none of the other people I played with at the time seemed to even realize it existed in the "flyover country" between the spell descriptions and psionics.

  • set an objective
  • survival at lower levels is usually dependent upon group action and team spirit
  • Avoid unnecessary encounters
  • Do not be sidetracked.
  • If the party becomes lost, the objective must immediately be changed to discovery of a way out.
  • Co-operation assumes mutual trust and confidence
Yes, it is OLD advice but still true

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