I opened a new campaign last Thursday. It's an MLP campaign, with the
players playing Blank Flanks looking for their Cutie Marks, utilizing Erin Palette's
wonderful UA hack. It started with books flying out of all of the houses in
the city, laughing like villains should laugh.
The players then decided to search for info about this thing in the
books. Long story short, they've found the book, and the page with the solution
to this problem. Then I asked one of the players: "What's written in there?"
and decided to roll with the outcome.
I think that it is no secret by now, fateful (and new) readers, that I love
giving my players the power to decide about the way the campaign will unfold.
The idea in this incident was that if the players like the story, they will
invent something that will keep this "flying and laughing maniacally
books" thing going. If they don't like it, they will finish it off.
What happened next kinda amazed me. You see, the player asked for help
from his fellow friends (and players) and together they came with a prophecy. A
prophecy about rebellious books, a prophecy that explains all that happened up
to that moment, a prophecy that puts them as the ponies that will stop the
rebellion before it's too late.
Or to put it in other words: they created together, in harmony, the plot
of the campaign. Isn't it just pony magic? I don't have any lesson or thought
for today except for this: give your players the opportunity, even just once, to
decide about a thing like this.
You might end up like me, doing it all the time, addicted to the stories
that they create together, with you and/or with the toys that you give them.
So, how about you? Have you ever tried to do something like this? How did
it go?
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