Conflicting Duties
Texto
Whenever the GM runs a multi-lord campaign, there is some inherent conflict between the characters’ giri as each lord pursues their objectives. This can and should be embraced as part of the fun of the game. Drama arises when there is conflict—when characters struggle to choose between betraying the group to benefit their clan, or betraying the clan in favor of their newfound friends.
As the players create characters, the group should decide whether they are comfortable with this sort of drama. If not, then the GM should ensure that the characters’ giri are compatible, but for campaigns with split loyalties, there are two ways to handle intrigue between PCs: open and closed.
In the open manner, which is recommended for most groups, players have fun knowing things their characters don’t, and pushing their characters into uncomfortable positions and revelations. It can help to have out-of-character discussion about how that story unfolds just to make sure everyone is on the same page. This mode also encourages more collaborative storytelling between the players and GM.
In the closed manner, which is recommended only for experienced groups, players may pass notes to the GM or send messages in between sessions to describe what their character is up to. Part of the game becomes trying to unravel the other players’ secrets. Trust is key for this mode, and it’s important to discuss boundaries and expectations beforehand, such as whether it’s okay for characters to try to kill, steal from, or disgrace other characters.
Texto do livro
Core Rulebook · Chapter 7: The Game Master › The Role of the GM › Using Lords and Duty · p. 282 p. 294
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Whenever the GM runs a multi-lord campaign, there is some inherent conflict between the characters’ giri as each lord pursues their objectives. This can and should be embraced as part of the fun of the game. Drama arises when there is conflict—when characters struggle to choose between betraying the group to benefit their clan, or betraying the clan in favor of their newfound friends.
As the players create characters, the group should decide whether they are comfortable with this sort of drama. If not, then the GM should ensure that the characters’ giri are compatible, but for campaigns with split loyalties, there are two ways to handle intrigue between PCs: open and closed.
In the open manner, which is recommended for most groups, players have fun knowing things their characters don’t, and pushing their characters into uncomfortable positions and revelations. It can help to have out-of-character discussion about how that story unfolds just to make sure everyone is on the same page. This mode also encourages more collaborative storytelling between the players and GM.
In the closed manner, which is recommended only for experienced groups, players may pass notes to the GM or send messages in between sessions to describe what their character is up to. Part of the game becomes trying to unravel the other players’ secrets. Trust is key for this mode, and it’s important to discuss boundaries and expectations beforehand, such as whether it’s okay for characters to try to kill, steal from, or disgrace other characters.
