[UA] starting a new campaign

John Scott wild at park.net
Wed Feb 19 15:48:19 PST 2003


At 22:56 19/02/2003 +0100, you wrote:
> > Though if you do this, you'll lose the cool foreshadowing that Greg
> > suggested.
>
>Yeah, but unfortunately that's nearly unusable if I don't want to take
>away my players' control of their characters. It's a shame, this
>foreshadowing would've been really, really cool.

The other way you can do stuff like this to give players some control 
without spoiling the foreshadowing is to ask them IC* questions beforehand.

For example, before I ran an adventure that was largely going to take place 
in a shared hallucination, I asked my players to answer several questions 
as their characters.  Some of the questions were innocuous (but interesting 
- things like "what daily paper do you read?".)

Others were questions more directly focussed - "Do you dream?"  "Have you 
ever had a lucid dream?"

These had an impact on how quickly they realised they were hallucinating.

Try IC* word associations with the players to give you a feel for what 
"special" skills they might naturally gravitate to.

John

*on re-reading, this is one mailing list where I feel I should define IC as 
In Character rather than Invisible Clergy ....



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