Recruitment Language on Proactive Games
Most game adverts have a description of the setting or story. As I prep advertising for a new in-person game, I was working on some draft language to promote a proactive game... Here is what I have so far, I would love edits and feedback.
"I am putting together a group for an emergent campaign using Fishel & Fishel’s Proactive Roleplaying and Collaborative Campaign Design frameworks. The basic concept of an emergent campaign is that the plot emerges as the player characters pursue their own goals and the world reacts to their actions rather than the plot being outlined or written by the GM (or a publisher) ahead of time. Ginny Di made a nice 13min video about Proactive Roleplaying if a video format is helpful to understanding the concept."
EDIT: With Tristan's suggestions: "Are you looking to join a friendly, in-person, long-term campaign where character goals shape the story and the plot emerges through gameplay instead of being planned by the GM?" followed by "In this campaign, the players will use their characters’ beliefs and motivations to write actionable goals that overlap with those of other players and the goals of factions. This overlap creates tension and obstacles as the characters pursue their goals and the world reacts. The campaign plot will emerge gradually as the characters make choices on how to pursue their goals and grapple with their flaws and internal struggles (the GM is not outlining or planning a plot). Tristan and Jonal Fishel described the framework of Proactive Roleplaying as distinct from more traditional reactive play, where the BBEG is doing something bad and the characters react to thwart their plans. If videos are more digestible for you, Ginny Di made a nice 13min video discussing this concept."
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Eric Person
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Recruitment Language on Proactive Games
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