Ok, we all know what railroads are. There's a LOT of argument about sandboxes. And some folks use the term "amusement park." And they're all kind of mobile plot points on a graph and fine if you like that kinda thing. I was HOPING to move beyond that but I keep missing the mark. We started with the Masks of Destiny campaign and a bunch of little side trips that were fun, when needed, to bump the party up a level. It was good. We all had fun. Until they all died.
And then we started over. I wanted it to be more of a "garden" type game, but I couldn't resist the urge to throw in a through-line with a campaign-closing BBG. So I planted my garden and sowed a bunch of seeds of plotlines that were interconnected. And they traipsed through the garden for a while. Then wandered off for a while. Then came back adn started making progress. Then they all died.
So now we're starting over again. No more over-arching BBG. Yet. Tried using a world balance mechanic last game. Nice touch but surely better mechanics have been developed in the last 40+ years. So THIS time around I'm trying (more) new things. Players wanted a little more political intrigue and I have a "mechanic" to handle that. AND I'm going to try using Dungeon World Fronts more. After a session I'll review existing fronts, move them forward (or not) and review the session to see if perhaps there's a new front coming. Party can address the front or not and we'll where that leads. Already have one front in place. Two more in development. As the folks at DW say:
"Fronts are built outside of active play. They’re the solo fun that you get to have between games—rubbing your hands and cackling evilly to yourself as you craft the foes with which to challenge your PCs. You may tweak or adjust your fronts during play (who knows when inspiration will strike?) but the meat of them comes from preparation between sessions."
Looking fwd to where next Tuesday takes us.
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