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So what gives?
Its easy to be Sharpe for a few sessions, but how do you keep it fresh and interesting for extended periods without the extra weight of external ideas to mix it up? I reckon it takes progressively more effort to bring the awesome.
Gregor Hutton:So, what if I'm playing it with D&H? Well, perhaps it's that the story will come from player contributions more than from my grand plan as GM. Is it that it's easier for the GM to come up with stuff on his own and direct players through it, rather than work with what the players are giving him through their characters?
Gregor Hutton:So, is that a skill that GMs need to learn? To give away their sole vision and enjoy working with players ideas continually? It's totally do-able. Neil could keep rolling forever with a D&H campaign I'd bet. And he'd think it easy to react to the unfolding Personal Missions of PCs.
Gregor Hutton:Is that because Neil has his own enthusiasm and wants to have the game go places he alone couldn't think to take it?
Gregor Hutton:I don't think we're picking on D&H -- I see it as a very good game. I think D&H also has good support (forums, almanacs, etc.) much like a trad game so I'm doubly confused why it doesn't get more campaign play.
Gregor Hutton:But players in 3:16 don't have to do ANY work between sessions. I think D&H is the same. You turn up and play.
Gregor Hutton: I know players have (wrongly) written 3:16 as only good for one shots , which in my opinion is bullshit.
Gregor Hutton:I think D&H also has good support (forums, almanacs, etc.) much like a trad game so I'm doubly confused why it doesn't get more campaign play.
Neil Gow: this idea that campaigns play better in games that engage less with the character and story and that, in some way, allows the players and GM space to namble around and play in a campaign?
Neil Gow: Now, it doesn't SHOW you - I'll take that - but then again, there is nothing I have seen in say, D&D, that does either.
Neil Gow:However, what I reject is that people have some innate understanding of say, Middle Earth, Glorantha, 1920s America, the Spinward Marches or the County of Sarum* more than they have of the adventures of Hornblower.
Neil Gow: Which leaves BtQ and I'm just bemused. Because BtQ sits as a kissing cousin to that favourite of rpg genres; the pirate game.
Neil Gow: Secondly, you can easily switch the importance of the 'what cool shit do you want to do?' section to something more casual-friendly. Maybe ask between sessions what missions you would like to focus on