Page 518 - Script Revision

18th Nov 2014, 6:00 AM
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Script Revision
Average Rating: 5 (4 votes)
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Author Notes:

Newbiespud 18th Nov 2014, 6:00 AM edit delete
Newbiespud
Tabletop roleplaying can be as much direct collaboration as it is simulation or even competition. There are times where getting a pivotal story moment right depends on player resources and DM resources - normally mutually exclusive - being utilized in tandem. The unscripted play and improvisation is much more interesting, but sometimes you need to set something up in advance. Just sometimes.

58 Comments:

Venellian 18th Nov 2014, 6:07 AM edit delete reply
Tell a Story about a player setting up a plan with the DM ahead of time!
Digo 18th Nov 2014, 6:34 AM edit delete reply
On a PbP Roleplaying is Magic campaign, our ponies were adventuring through some caves to find a fried that was kidnapped by a trio of meanie teen dragons. We were a bit over our heads taking them on in a straight fight, but we had some brain-power over them.

Anyway, the fight went pretty much as expected-- we were winning, but taking a beating. Unbeknownst to us, one player (The crystal pony) worked in advanced secretly with the GM that he wanted the dragons to break one of his forelegs in a spectacular dramatic fashion before they left. And so the GM did.

Turned into a really good dramatic piece of Roleplaying with us beating the dragons senseless to where they left with some lasting bruises. My earth pony lifted the wounded crystal pony and we got him to the hospital, along with our rescued friend.

The crystal pony lost his foreleg, but he got a really neat automail replacement leg. Just as the player wanted. Not a bad idea.
Leonite 18th Nov 2014, 7:47 AM edit delete reply
Nothing dramatic, but I've got a game I'm starting now where everyone is playing a newly powered up super hero. Everyone that is, except for one. The player who, in the past, played such types as Jackery Bard (who thanks to a lucky critical and the way we play Paranoia, picked up an object with the "Power of Music")

Simply put, this character they're playing is batman with a Harliquin motif. They wanted to play out a few encounters beforehand involving some of their villains.
Leonite 18th Nov 2014, 7:47 AM edit delete reply
Nothing dramatic, but I've got a game I'm starting now where everyone is playing a newly powered up super hero. Everyone that is, except for one. The player who, in the past, played such types as Jackery Bard (who thanks to a lucky critical and the way we play Paranoia, picked up an object with the "Power of Music")

Simply put, this character they're playing is batman with a Harliquin motif. They wanted to play out a few encounters beforehand involving some of their villains.
StoneCliff 18th Nov 2014, 7:54 AM edit delete reply
StoneCliff
I plan out nearly all of my characters' stories with my GM. Take my barbarian, Ausk. Ausk was a retired Asterion warlord, who was know for pillaging through the Orc Lands. After finding love, however, he calmed down and focused on raising his family.

Cut to the campaign, where his home was destroyed, and his family killed or kidnapped, by his Elf brother (long story).

Now, Ausk started out as a relatively peaceful person, only fighting when he had to. However, I convinced my gm to give me opportunities to realize how much he missed fighting. By the end, he was angry, rash, and in service of demons. Fortunately the power of love eventually returned him to his neutral good self.
RinaldoLuke 18th Nov 2014, 8:30 AM edit delete reply
I play in a Werewolf: the Apocalypse LARP. My character is a Fostern who basically has made it his mission to annoy/distract a BSD Legend Theurge. It was going really well for a while, but eventually, the Legend managed to find out who my character was. (mostly by torturing members of the sept my character is a member of)

Unbeknownst to most of the PCs, my character has a daughter. Now, he knew that with the resources at her disposal, this Legend BSD would find his daughter very, very quickly. The smart thing for my character to do at this point would be to send his daughter far, far away and not contact her until this is all over. I'd buy off the flaw "Ward" and that'd be that.

But this would be really, really bad story. So instead, I told my storytellers "Come up with some reason that my character can't make the smart play here: I don't care what it is, I'll go along with it." Now my character's daughter has been secreted away by a changeling noble who is basically the nemesis of another PC in the game, and thus the daughter is "closer" without being findable (in theory) by the bad guys. And my character is now indebted to someone who the other PCs actively work against, for secrets that they don't know about. Should lead to great fun. :)

FanOfMostEverything 18th Nov 2014, 8:47 AM