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Started by cra2, April 22, 2009, 11:25:18 AM
Quote from: chance.thirteen on April 22, 2009, 02:19:11 PMYou could also tie stories told into a desired social result at the party, be it enhance the tellers image, or flattery to the hosts, or comment on something else going on, such as reliance on magic instead of the gods, or the idea that love should be given some leeway, or that duty is before all. Whatever the characters are likely to want to do.
Quote from: chance.thirteen on April 22, 2009, 06:59:34 PMOoooh, the game. No clue. That will teach me to chime in from the unread topics page without looking carefully first.
Quote from: Meguey on April 22, 2009, 11:21:17 PM I think it could work to do as a game-within-a-game. Where I to do it, I'd make the following adjustments, assuming a standard 'medieval-esque' setting for the D&D campaign.
Quote from: Meguey on April 22, 2009, 11:21:17 PMUse their existing D&D characters as the Court level characters.
Quote from: Meguey on April 22, 2009, 11:21:17 PMThe Sultan becomes their host, and what they risk is deeply offending him and being asked to leave. If this messes with your regular story arc too much, maybe they have to pay something significant as forfeit to the happy couple.
Quote from: Meguey on April 22, 2009, 11:21:17 PMAmbition becomes their PC's personal goal for this party. Freedom becomes a reward that carries over to the regular D&D game - an item, money, reputation - which will give them motivation. Make it small, but not just a trifle.
Quote from: Meguey on April 22, 2009, 11:21:17 PMPresent the game as a bridal celebration in which the guests assume the roles of players to tell instructive tales for the couple's future. That will build in some of the flattery and so on while leaving a lot of room for creativity.
Quote from: Meguey on April 22, 2009, 11:21:17 PMThe GM remains constant through all the Stories, assign all Story roles and the GM picks the underlying themes for each story, such as reliance on magic instead of the gods is foolish, love should be given some leeway, duty is before all, constancy is rewarded, children are a blessing, honor your ancestors, etc.
Quote from: Meguey on April 22, 2009, 11:21:17 PMDon't give out full character sheets for the game-within-a-game; instead make some 3x5 cards with a few key words - "Eomer, the friendly wizard", "Hazel the love-sick sheep", "Clyde, a scheming shop-keeper", "Mary, the washer-woman's beautiful daughter" - and hand those around as you assign roles.
Quote from: cra2 on April 23, 2009, 01:41:04 PMI think the risk could be graduated like the 1001 Nights character sheet portrays it.In other words, one strike would mean you had made a faux pas and lost some of your reputation and social standing.And a second strike could mean that you've actually offended someone and are asked to leave. Night over for that PC.And a third strike could mean they cause someone to initiate a duel with them. (vs. automatic beheading)But I'm not sure about this. If someone gets the second strike and they're asked to leave, they (as a player) will be left out of the session for a time and will be bored. So maybe I need to come up with another gradient.
QuoteIf I had only two other players, I'd make them either the siblings or one sibling and the djinn,