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paddirn's avatar

As much as I like openness and being given freedom to do whatever in games, I think having some sort of guidance or rails or inciting situations or prompts to bounce off of are helpful too. Otherwise, why would I even need a game book in the first place? I was always free to do anything I wanted anyways. Being told I can do whatever I want just tells me I have to do more mental work. While I don't mind that in some situations, in others, I want to be given *something* to start with, a choice of plot threads I can follow up on, a story arc, a backstory, a problem, something to give me an initial direction to go in. Life is already messy and ambiguous enough as it is, I like my stories to be a bit more direct, at least at the on-set.

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David Rollins's avatar

One thing I liked about Traveller’s 76 Patrons was the world-building it provided.

The series of adventure starters gave an idea of the kinds of things that happened and the different ways they might happen. Broad strokes to fuel a campaign instead of a list of details to memorize.

Maybe that’s a model that could work for Thousand Suns?

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