A "show, don't tell" approach to proactive roleplay
I'm getting ready to start my own homebrew campaign in January. Since reading PR I've decided that I will provide the world and how the different factions will operate but my players will set their own goals and dictate where the game goes. However before they set their goals I want them to gain knowledge about the world from inside the game.
My plan is to play the first three sessions as a prelude to the world. In these sessions they will learn several things that the average person in this world do not know. They will learn about two opposing factions within the theocratic government that oppose each other. They will learn about different forms of magic and get trained in that magic. They will have an opportunity to join a secret underground organization and meet several key NPCs. They will meet the BBEG in a vision and have an invitation to join him and they will be invited a secret faction that are working against him. With all that knowledge they can then make informed choices.
Have any of you tried this approach to proactive roleplay?
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Mark Petersen
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A "show, don't tell" approach to proactive roleplay
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