<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: The Voice of the Northsea Saga</title>
	<atom:link href="http://gameplaywright.net/?feed=rss2&#038;p=905" rel="self" type="application/rss+xml" />
	<link>http://gameplaywright.net/?p=905</link>
	<description>games, stories // digital, analog, everything</description>
	<lastBuildDate>Thu, 09 Sep 2010 14:17:50 -0400</lastBuildDate>
	<generator>http://wordpress.org/?v=2.8.4</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: gameplaywright.net // story, games, together</title>
		<link>http://gameplaywright.net/?p=905&#038;cpage=1#comment-21768</link>
		<dc:creator>gameplaywright.net // story, games, together</dc:creator>
		<pubDate>Fri, 07 May 2010 18:02:23 +0000</pubDate>
		<guid isPermaLink="false">http://gameplaywright.net/?p=905#comment-21768</guid>
		<description>[...] had our first player-character death in our Viking-themed D&amp;D saga last night. No death saves. No dramatic final statements. Instead, the whole final fight was a [...]</description>
		<content:encoded><![CDATA[<p>[...] had our first player-character death in our Viking-themed D&amp;D saga last night. No death saves. No dramatic final statements. Instead, the whole final fight was a [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Critical Hits &#187; Critical Bits for the week ending 2009-09-26</title>
		<link>http://gameplaywright.net/?p=905&#038;cpage=1#comment-14267</link>
		<dc:creator>Critical Hits &#187; Critical Bits for the week ending 2009-09-26</dc:creator>
		<pubDate>Sat, 26 Sep 2009 18:01:08 +0000</pubDate>
		<guid isPermaLink="false">http://gameplaywright.net/?p=905#comment-14267</guid>
		<description>[...] versus LORD OF THE RINGS in a D&amp;D campaign http://gameplaywright.net/?p=905 (via @wordwill) [...]</description>
		<content:encoded><![CDATA[<p>[...] versus LORD OF THE RINGS in a D&amp;D campaign <a href="http://gameplaywright.net/?p=905" rel="nofollow">http://gameplaywright.net/?p=905</a> (via @wordwill) [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Will Hindmarch</title>
		<link>http://gameplaywright.net/?p=905&#038;cpage=1#comment-14235</link>
		<dc:creator>Will Hindmarch</dc:creator>
		<pubDate>Fri, 25 Sep 2009 20:02:26 +0000</pubDate>
		<guid isPermaLink="false">http://gameplaywright.net/?p=905#comment-14235</guid>
		<description>I do a lot of my DMing on the fly, yes, but I also prepare hooks and scenes that give PCs pretty strong motivations to go and do things. My experience is that my players, who skew older, don&#039;t do a lot of wandering. They don&#039;t want to search for adventure (or misadventure) — they want it to show up as close to the beginning of the session as possible. And that means trusting the DM to deliver without necessarily running off into the woods at the first sign of a slowdown.

This is a benefit of the encounter-driven architecture of D&amp;D, though. Players want a series of fun encounters, and my experience is that they&#039;re willing to buy into the obvious adventure hooks (&quot;Go slay this monster to get an item that might cure the king&quot;) if it means they&#039;ll get fun encounters out of it.

I may be a bit spoiled in this regard, but it&#039;s been a while since I had players go off the reservation too far. 

In general, I know the play &lt;em&gt;space&lt;/em&gt; well enough that I can keep things on theme, even if the specific action goes haywire somewhere. By devising conflicts, rather than plot points, I can be pretty sure that the story will still come across. The players came to play, and that means they came to play out fights, use their powers, and engage the story.

This kind of talk about inspiration actually helps keep people together, too, because staying on theme or within the atmosphere becomes part of the gameplay.</description>
		<content:encoded><![CDATA[<p>I do a lot of my DMing on the fly, yes, but I also prepare hooks and scenes that give PCs pretty strong motivations to go and do things. My experience is that my players, who skew older, don&#8217;t do a lot of wandering. They don&#8217;t want to search for adventure (or misadventure) — they want it to show up as close to the beginning of the session as possible. And that means trusting the DM to deliver without necessarily running off into the woods at the first sign of a slowdown.</p>
<p>This is a benefit of the encounter-driven architecture of D&#038;D, though. Players want a series of fun encounters, and my experience is that they&#8217;re willing to buy into the obvious adventure hooks (&#8221;Go slay this monster to get an item that might cure the king&#8221;) if it means they&#8217;ll get fun encounters out of it.</p>
<p>I may be a bit spoiled in this regard, but it&#8217;s been a while since I had players go off the reservation too far. </p>
<p>In general, I know the play <em>space</em> well enough that I can keep things on theme, even if the specific action goes haywire somewhere. By devising conflicts, rather than plot points, I can be pretty sure that the story will still come across. The players came to play, and that means they came to play out fights, use their powers, and engage the story.</p>
<p>This kind of talk about inspiration actually helps keep people together, too, because staying on theme or within the atmosphere becomes part of the gameplay.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Joey Tyne</title>
		<link>http://gameplaywright.net/?p=905&#038;cpage=1#comment-14208</link>
		<dc:creator>Joey Tyne</dc:creator>
		<pubDate>Fri, 25 Sep 2009 00:40:32 +0000</pubDate>
		<guid isPermaLink="false">http://gameplaywright.net/?p=905#comment-14208</guid>
		<description>I love the idea of bringing an epic down to the personal level.  But with your player characters becoming more human and less archetypal will you have trouble keeping them moving with your story?  D&amp;D as I&#039;ve experienced it so far is largely composed of a series of set-piece battles and challenges, and players do so love to wander off in unexpected directions.
Or are you able to build around your characters actions on the fly?  Everyone&#039;s had those players that say &quot;Screw Helms Deep!  lets wait till they&#039;ve evacuated Edoras and loot the place!&quot;</description>
		<content:encoded><![CDATA[<p>I love the idea of bringing an epic down to the personal level.  But with your player characters becoming more human and less archetypal will you have trouble keeping them moving with your story?  D&amp;D as I&#8217;ve experienced it so far is largely composed of a series of set-piece battles and challenges, and players do so love to wander off in unexpected directions.<br />
Or are you able to build around your characters actions on the fly?  Everyone&#8217;s had those players that say &#8220;Screw Helms Deep!  lets wait till they&#8217;ve evacuated Edoras and loot the place!&#8221;</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Adam Drew</title>
		<link>http://gameplaywright.net/?p=905&#038;cpage=1#comment-14206</link>
		<dc:creator>Adam Drew</dc:creator>
		<pubDate>Thu, 24 Sep 2009 23:56:51 +0000</pubDate>
		<guid isPermaLink="false">http://gameplaywright.net/?p=905#comment-14206</guid>
		<description>Speaking just for me, I&#039;m all ears... err, eyes. Quite frankly, and without blowing too much sunshine up yer ass, you&#039;re not &quot;some dude&quot;, and given that Internet discussions of game-craft tend to be buried in either the immensely traditional (dungeon crawls only!) or experimental, it&#039;s nice to hear how the more story-based principles can be applied in a more trad-style environment.</description>
		<content:encoded><![CDATA[<p>Speaking just for me, I&#8217;m all ears&#8230; err, eyes. Quite frankly, and without blowing too much sunshine up yer ass, you&#8217;re not &#8220;some dude&#8221;, and given that Internet discussions of game-craft tend to be buried in either the immensely traditional (dungeon crawls only!) or experimental, it&#8217;s nice to hear how the more story-based principles can be applied in a more trad-style environment.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Will Hindmarch</title>
		<link>http://gameplaywright.net/?p=905&#038;cpage=1#comment-14202</link>
		<dc:creator>Will Hindmarch</dc:creator>
		<pubDate>Thu, 24 Sep 2009 22:06:05 +0000</pubDate>
		<guid isPermaLink="false">http://gameplaywright.net/?p=905#comment-14202</guid>
		<description>Right now, the only house rules I&#039;m tinkering with are special mechanics for Fate and traits for character titles and nicknames — meant to reinforce some Norse tropes, rather than the themes exactly. 

Themes, for me, come down more to the storytelling technique at the table. As the DM, I challenge people for descriptions, ask leading questions, and try to provoke difficult choices related to the theme. For example, in this past (first) session, a dead witch asked the characters if they were out adventuring really to seek a cure for their dying king or to secure their own power. &quot;Power for you or your king,&quot; she asked each character... and then she backs it up with a special mechanical effect (which won&#039;t be revealed until the next session). But the way that D&amp;D is built now, that&#039;s hardly a house rule, I think.

If people are interested in this sort of thing, I&#039;ll write more about crafting the setting to support both sources of inspiration, and maybe tackle other campaign-specific topics. I&#039;m just uncertain how much people want to hear about some dude&#039;s game on the Internet.</description>
		<content:encoded><![CDATA[<p>Right now, the only house rules I&#8217;m tinkering with are special mechanics for Fate and traits for character titles and nicknames — meant to reinforce some Norse tropes, rather than the themes exactly. </p>
<p>Themes, for me, come down more to the storytelling technique at the table. As the DM, I challenge people for descriptions, ask leading questions, and try to provoke difficult choices related to the theme. For example, in this past (first) session, a dead witch asked the characters if they were out adventuring really to seek a cure for their dying king or to secure their own power. &#8220;Power for you or your king,&#8221; she asked each character&#8230; and then she backs it up with a special mechanical effect (which won&#8217;t be revealed until the next session). But the way that D&#038;D is built now, that&#8217;s hardly a house rule, I think.</p>
<p>If people are interested in this sort of thing, I&#8217;ll write more about crafting the setting to support both sources of inspiration, and maybe tackle other campaign-specific topics. I&#8217;m just uncertain how much people want to hear about some dude&#8217;s game on the Internet.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Adam Drew</title>
		<link>http://gameplaywright.net/?p=905&#038;cpage=1#comment-14196</link>
		<dc:creator>Adam Drew</dc:creator>
		<pubDate>Thu, 24 Sep 2009 20:46:18 +0000</pubDate>
		<guid isPermaLink="false">http://gameplaywright.net/?p=905#comment-14196</guid>
		<description>This is intense, exciting, and makes me want to play it.

Do you have any house-rules to reinforce your themes, or is it just a matter of table-convention and roleplay-reinforcement?</description>
		<content:encoded><![CDATA[<p>This is intense, exciting, and makes me want to play it.</p>
<p>Do you have any house-rules to reinforce your themes, or is it just a matter of table-convention and roleplay-reinforcement?</p>
]]></content:encoded>
	</item>
</channel>
</rss>
