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Go get your own toilet paper!

Started by Ratman_tf, April 29, 2021, 04:11:54 PM

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Ratman_tf

A phenomenon that shows up in video games especially but also in TTRPGs is the idea of doing stuff for other people. "Fetch me some toilet paper, that I might wipe my ass!"
There's nothing wrong with "quests" for others, but it removes/assumes a couple of things.
Determining why the thing is important. The king has a nasty ass, and wants some toilet paper to clean it up.
Finding out that there is toilet paper to be quested for, usually in a determined spot.

I like the idea of player characters determining their own needs and finding ways to fulfill them. They care more about a task if it's a task they decided to do out of their own motivations. "Why are we getting toilet paper for the king again? Doesn't he have a servant to do that for him?"

But it seems to require a lot more prep work. Creating a situation where there is a need, a desire to fill that need, the tools and information to pursue the goal, etc, etc.
It's so much easier to just say the king needs some toilet paper, go get it if you want to adventure today!

Anybody got any ideas on more streamlined ways to generate self-directed adventures?
The notion of an exclusionary and hostile RPG community is a fever dream of zealots who view all social dynamics through a narrow keyhole of structural oppression.
-Haffrung

GeekyBugle

Quote from: Ratman_tf on April 29, 2021, 04:11:54 PM
A phenomenon that shows up in video games especially but also in TTRPGs is the idea of doing stuff for other people. "Fetch me some toilet paper, that I might wipe my ass!"
There's nothing wrong with "quests" for others, but it removes/assumes a couple of things.
Determining why the thing is important. The king has a nasty ass, and wants some toilet paper to clean it up.
Finding out that there is toilet paper to be quested for, usually in a determined spot.

I like the idea of player characters determining their own needs and finding ways to fulfill them. They care more about a task if it's a task they decided to do out of their own motivations. "Why are we getting toilet paper for the king again? Doesn't he have a servant to do that for him?"

But it seems to require a lot more prep work. Creating a situation where there is a need, a desire to fill that need, the tools and information to pursue the goal, etc, etc.
It's so much easier to just say the king needs some toilet paper, go get it if you want to adventure today!

Anybody got any ideas on more streamlined ways to generate self-directed adventures?

Make them interact with the NPCs, if they show interest in one, be it of whatever sort, then next time they are in town have them find out the NPC has dissapeared.

Have them get news from their place of origin, it may be an inheritance, a tragedy...

A rumor of a fabled item, a spell book from a world famous wizard, Excalibur, the holy grail, the crystal skull...

Have them encounter a traveling troupe that has tales from several different far away lands or mysterious lands not so far away.

In the town where they live have the "news paper" (I forgot the name of the board), and regularly put there hooks for adventures.

If they pass for one then next time they can't go, it has been solved, someone rescued the Princess, the kidnaped diplomat was found dead, the regicide was captured...
Quote from: Rhedyn

Here is why this forum tends to be so stupid. Many people here think Joe Biden is "The Left", when he is actually Far Right and every US republican is just an idiot.

"During times of universal deceit, telling the truth becomes a revolutionary act."

― George Orwell

jhkim

Quote from: Ratman_tf on April 29, 2021, 04:11:54 PM
I like the idea of player characters determining their own needs and finding ways to fulfill them. They care more about a task if it's a task they decided to do out of their own motivations. "Why are we getting toilet paper for the king again? Doesn't he have a servant to do that for him?"

But it seems to require a lot more prep work. Creating a situation where there is a need, a desire to fill that need, the tools and information to pursue the goal, etc, etc.
It's so much easier to just say the king needs some toilet paper, go get it if you want to adventure today!

Anybody got any ideas on more streamlined ways to generate self-directed adventures?

I've got a few for how I do it.

(1) Give them more information. Basically, whatever I as GM have prepped plus wherever I feel comfortable improvising, the PCs should know about. My rule of thumb is that the PCs should be better informed than most of the NPCs they meet. The PCs should start with a good knowledge about their world and information, and get more easily. Since I as GM know everything, there is an easy trap for me to role-play NPCs as if they know everything too. Most NPCs, though, won't know most things.

(2) Give them ties into the world - like causes they are a part of, and ambitions that they aspire to. They should believe in something more than just getting rich. For example, in Ars Magica, PCs are part of a covenant that has ongoing magical research that they need to collect different resources for. That gives them a lot of possible hooks.

(3) They should gain positive ties to the world from their actions. This is important, because if connecting to people just creates problems for them, then they'll stop having ambitions and making more connections. The default should be that they should get at least some people on their side, willing to give them concrete aid and being trustworthy supporters of them. If family and friends are just vulnerable points for them to worry about, they won't like it.

(4) This is the biggest: the PCs should oppose the status quo. For example, a stereotypical superhero upholds the status quo. They cruise around a peaceful city looking for a major crime, and only then to they leap into action. If everything looks normal, though, there is nothing for them to do. In contrast, in a setup like Star Wars, the PCs want to overthrow the current government of the Empire. An ordinary peaceful city with a garrison of Imperial troops is a problem to be solved - bombing the garrison, collecting supplies for the Rebellion, and liberating the citizens.