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Started by weaselheart, May 02, 2009, 05:38:19 PM
Quote from: jburneko on May 10, 2009, 01:43:02 AMSuch players are therefore trained to make "sketchy characters" who then key into whatever cues the GM gives them about what they "should" care about. It's basically a trust issue. They have to trust that if they say, "I have a romantic rival" that you as the GM are really going to commit to playing that romantic rival in challenging and productive way and not just as manipulative tool to get them to do what you want.
Quote from: Lance D. Allen on May 10, 2009, 02:45:51 AMIf it's important to the character, but the player is less than enthusiastic about it, then they are not going to commit to it.
Quote from: Lance D. Allen on May 10, 2009, 07:58:45 AMReiterated caveat: I've not got a lot of actual play with Sorcerer. So here's an idea: Get 'em to define a few relationships JUST in relation to their kickers. Don't worry about a big ol' web. Just enough so that you have something to work with. Sketchy is fine, A name, how they know each other, and a general idea of their relationship. Tie a couple of these together.. Then play with those. When they create an NPC on the spot, tell 'em to write it down on the back of their sheet, and take your own notes. You're allowed to come up with your own too, right? (semi-facetious question, obviously) So do it. Co-opt some of their NPCs into roles that are useful to you. Maybe Player 1's sister is the waitress that Player 2 is hitting on, or the cop that is investigating Player 3's "robbery".