Difference between revisions of "Players Game Prospectus: Exemplars"
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==Episodic Nature== | ==Episodic Nature== | ||
Would the players prefer a string of episodes that may or may not be linked together, or should their be some kind of overarching plot for the game as a whole? | Would the players prefer a string of episodes that may or may not be linked together, or should their be some kind of overarching plot for the game as a whole? | ||
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+ | --[[User:Matts|Matts]] 02:12, 4 February 2007 (MST)Some kind of a driving plot is a necessity. How episodic the plot unfolds isn't that important to me. | ||
==Beating Stuff Over the Head== | ==Beating Stuff Over the Head== | ||
How much combat do you guys want to see? How important should those combats be? | How much combat do you guys want to see? How important should those combats be? |
Revision as of 03:12, 4 February 2007
I'd like to mirror matt's thoughts that I'd like to see you run the game you want to run, not the game you perceive people to want to play. I really agreed with all the ideas you put on your User Page, and I think they pretty much sum up a large part of any good gaming experience.
--Edmiao 00:49, 22 January 2007 (MST) I agree, seems that it's important to have all the players excited about a game but the worst person to be bored with a game would be the GM. As to what I would like to see, I'll also "me too" Deiter the Bold in saying increased history or interconnections between player's characters. One other thing that I had thought was interesting was Jason's idea of having a cast of characters, such that each player has an alternate. The main reason I find this appealing is that I have several ideas for different characters. Might be something to phase in gradually, say after a few months someone's alt might show up, few months later another, and the group grows. This of course depends on a group dynamic that operates out of some kind of base. I'm not strongly advocating for this, just a thought.
--Matts 09:56, 22 January 2007 (MST)Personally, I think this particular game has a lot of promise to be more than basic supers. I'd like the world, which seems to me to be somewhat reliant and yet also uneasy about supers, to provide a certain amount of material, and I'd also like it to be totally clear on what that world is, so that we as players can ensure that our characters fit, or come up with changes to make them fit. I'd like us to be as much on the same page about the setting, theme, and feel of the world as possible.
Contents
Some Requested Input
In the interest of getting a decent plot lined up for you jokers, rank the following stuff. I admit, I had another plot ready but I kinda dropped it, it may or may not show up someday.
Involvement In World Politics
How interested are the players in being part of world politics? Do they want to drive political events, participate in them, or just observe from afar?
Involvement In Local Politics
Do the players want to interact with the local political scene, or be involved in other stuff?
Street Level Crime
Do the players want to work against local, street level criminals? This might involve stuff like stopping drug kingpins from fixing elections or foiling kidnappings of local officials etc.
National Level Crimes
Would the players prefer to work on threats against the country itself?
International Crimes
How about the largest scale of all?
Episodic Nature
Would the players prefer a string of episodes that may or may not be linked together, or should their be some kind of overarching plot for the game as a whole?
--Matts 02:12, 4 February 2007 (MST)Some kind of a driving plot is a necessity. How episodic the plot unfolds isn't that important to me.
Beating Stuff Over the Head
How much combat do you guys want to see? How important should those combats be?