I've come to accept that as much as I am enamored of the idea of player-driven sand-box action, in reality, the players sit on their thumbs waiting for something to react to. They don't make long-range plans, they don't set role-play goals for themselves, they don't think much about the game between sessions. So, this campaign, when I run an adventure, it's going to start with something big to react to and run its course from there. Maybe, just maybe, if they see that the Wound Ravens have taken 75 hit points of damage, they'll for once say--hey, next time let's actually go get those guys and finish them off, if not, it's a small investment on our part.** | I've come to accept that as much as I am enamored of the idea of player-driven sand-box action, in reality, the players sit on their thumbs waiting for something to react to. They don't make long-range plans, they don't set role-play goals for themselves, they don't think much about the game between sessions. So, this campaign, when I run an adventure, it's going to start with something big to react to and run its course from there. Maybe, just maybe, if they see that the Wound Ravens have taken 75 hit points of damage, they'll for once say--hey, next time let's actually go get those guys and finish them off, if not, it's a small investment on our part.** |
| //Regarding "player-driven sand-box action", maybe we need to build something into our character creation system to generate that motivation. I'm watching Netflix's "Luke Cage" series right now, and it appears to me like for as much as Luke reacts to Cottonmouth's gang, he does plenty of sand box ass kicking because he's taking revenge or trying to protect someone. Maybe we offer bonus character generation points, or create new disadvantages that require PCs to hold a grudge against a certain gang or crime? Maybe once they "buy off" their disadvantage by achieving a goal, they may get an extra advance by choosing from a deck of new "disadvantages" which are basically just goals? // |