Necross
Swashbuckler
- Joined
- 25 Aug 2005
- Messages
- 1,869
Lyssnade på en intervju med Ed Greenwood, Forgotten Realms-skaparen. Skrev ned en del av hans filosofi vad gäller D&D-spelande och kampanjsnickrande som jag tyckte verkade särskilt bra.
Men tyvärr är det några ord som jag inte lyckas uttyda - nån som är lite bättre på engelska som vill hjälpa mig fylla i? Det är markerat med klammer nedan. Intervjun finns på http://www.youtube.com/watch?v=7G3uMX4ZxpU och det här citatet börjar vid 2:08:15.
Here is what you need: Everybody want´s to belong to something, or somebody, whether it´s you´re own [band of?] characters or a place, or both - bear that in mind.
And everybody likes a mystery, so make sure there is some sort of mystery going on.
And everyone wants an escape from real life, so watch you´re players, and if the need a time to cut loose, or they need a time to relax, or they need a time to laugh - make sure you give it to them, in play, build that in.
And then you, presumably, want this campaign to last for a bit, so give them challenges with a clear direction, not just places to go to, but things to go on to. You know, as they take down the corrupt mayor, a messanger arrive from the king with the mayors instructions! That´s an obviously a place to go on to!
You do not want a big [beel and ending?], like they save the world, like the Fellowship of the Ring saves the world, or in Dragonlance, where they save the world. What do you do for an encore, well, I guess we save it again? We´ve built in the [armrace?], too bold and sudden an definitive an ending, so where do we go from here?
You want to build it to, and this is where having a detailed world like the Realms come in – or spending a lot of time on inventing you´re own, make sure the players have choices, so that they get to decide what direction they go in. Even if you actually are going to throw the same preprepaired dungeon at them, whether they go east or west from the village they start in, they should feel like they are choosing they´re own destinys – otherwise they are not heroes, they don´t feel heroic. Let them borrow their own problems.
And, from the very beginning, as I did in the Realms home campaign, if you roleplay councils of war, like the council of Elrond, were the player characters sit around discussing what they are going to do next, in character, then they will spin a lot of your adventures for you – they will choose your adventure for you! Like 'Let´s go there and do this', then you know where you´re gonna go next.
– Ed Greenwood, to The Gentleman Gamer.
Men tyvärr är det några ord som jag inte lyckas uttyda - nån som är lite bättre på engelska som vill hjälpa mig fylla i? Det är markerat med klammer nedan. Intervjun finns på http://www.youtube.com/watch?v=7G3uMX4ZxpU och det här citatet börjar vid 2:08:15.
Here is what you need: Everybody want´s to belong to something, or somebody, whether it´s you´re own [band of?] characters or a place, or both - bear that in mind.
And everybody likes a mystery, so make sure there is some sort of mystery going on.
And everyone wants an escape from real life, so watch you´re players, and if the need a time to cut loose, or they need a time to relax, or they need a time to laugh - make sure you give it to them, in play, build that in.
And then you, presumably, want this campaign to last for a bit, so give them challenges with a clear direction, not just places to go to, but things to go on to. You know, as they take down the corrupt mayor, a messanger arrive from the king with the mayors instructions! That´s an obviously a place to go on to!
You do not want a big [beel and ending?], like they save the world, like the Fellowship of the Ring saves the world, or in Dragonlance, where they save the world. What do you do for an encore, well, I guess we save it again? We´ve built in the [armrace?], too bold and sudden an definitive an ending, so where do we go from here?
You want to build it to, and this is where having a detailed world like the Realms come in – or spending a lot of time on inventing you´re own, make sure the players have choices, so that they get to decide what direction they go in. Even if you actually are going to throw the same preprepaired dungeon at them, whether they go east or west from the village they start in, they should feel like they are choosing they´re own destinys – otherwise they are not heroes, they don´t feel heroic. Let them borrow their own problems.
And, from the very beginning, as I did in the Realms home campaign, if you roleplay councils of war, like the council of Elrond, were the player characters sit around discussing what they are going to do next, in character, then they will spin a lot of your adventures for you – they will choose your adventure for you! Like 'Let´s go there and do this', then you know where you´re gonna go next.
– Ed Greenwood, to The Gentleman Gamer.