Timeline for Players Develop Backstories Too Much
Current License: CC BY-SA 4.0
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Jun 16, 2020 at 10:23 | history | edited | CommunityBot |
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Nov 8, 2018 at 22:02 | comment | added | Praxiteles | @L.S.Cooper It is praiseworthy that you have eye on the narrative and what the players need. It is the biggest first step. Obviously this is art more than a science. Sometimes you will be integrating their backstory, sometimes you will be ignoring it. As far as tools to guide player behavior, reinforcement studies show that positive feedback and ignoring undesired behavior is more effective in training than giving it negative attention. See this unusual story from NYT for techniques: nytimes.com/2006/06/25/fashion/… | |
Nov 8, 2018 at 21:54 | history | edited | Praxiteles | CC BY-SA 4.0 |
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Nov 8, 2018 at 20:09 | comment | added | Cooper | To speak to the references to Mercer-- the entire Briarwood arc in the first campaign would not have worked if Taliesin had come up with all that stuff on his own as part of his backstory. He created what Percy knew, and it turned out that Percy was incorrect about some things! I'm running in the Tal'dorei setting, and believe me, I'm aware of Mercer's example. | |
Nov 8, 2018 at 20:07 | comment | added | Cooper | This is actually what I'm trying to do. But the issue is that as the players develop more and more expectations, I feel like I don't have the option to give them what they need for a good narrative. I see a lot of my role as a DM as being the person to keep things from being just constant wish fulfillment fantasy; sometimes things have to go wrong for a story to be good. This is good advice, but it's actually what I was trying to do already. | |
Nov 8, 2018 at 17:56 | history | answered | Praxiteles | CC BY-SA 4.0 |