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	<title>
	Comments on: Ketchup on sourcing the table -Cooperative Gaming	</title>
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		<title>
		By: Colin McLaughlin		</title>
		<link>https://www.tribality.com/2017/11/10/ketchup-sourcing-table-cooperative-gaming/#comment-4131</link>

		<dc:creator><![CDATA[Colin McLaughlin]]></dc:creator>
		<pubDate>Fri, 10 Nov 2017 15:10:00 +0000</pubDate>
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					<description><![CDATA[For my online game, I adapted the Smallville character creation system to build a relationship map driven by the players for the city serving as their home. (Those interested can read something of a companion piece - with the breakdown of how I changed the system for D&#038;D 5e here: http://www.tribality.com/2016/03/23/broad-city-player-agency-and-storyline-direction/)

This is the resultant map. https://uploads.disquscdn.com/images/1df9e62ac416696a0725c73adab565fdb8d59ad56b91d1d4b7d534d03f8f02fd.png 

Some of my favorite moments in the creation process were:
A player turning a location into a boat. 
A drinking buddy NPC turning into a plot point
One player creating a location and then another player deciding they accidentally burned down the first version of the location
Immediately hooking a villain into all the characters from moment one

When the players were to a second location, I used a modified version of the Technoir system (http://www.tribality.com/2016/05/25/adventure-creation-lessons-from-technoir/) to create an adventure map that unfolded based entirely on how players decided to explore and interact with the list of options. A different method, but one the players still really liked since it was entirely organic and undefined until they defined it.]]></description>
			<content:encoded><![CDATA[<p>For my online game, I adapted the Smallville character creation system to build a relationship map driven by the players for the city serving as their home. (Those interested can read something of a companion piece &#8211; with the breakdown of how I changed the system for D&amp;D 5e here: <a href="http://www.tribality.com/2016/03/23/broad-city-player-agency-and-storyline-direction/" rel="ugc">http://www.tribality.com/2016/03/23/broad-city-player-agency-and-storyline-direction/</a>)</p>
<p>This is the resultant map. <a href="https://uploads.disquscdn.com/images/1df9e62ac416696a0725c73adab565fdb8d59ad56b91d1d4b7d534d03f8f02fd.png" rel="nofollow ugc">https://uploads.disquscdn.com/images/1df9e62ac416696a0725c73adab565fdb8d59ad56b91d1d4b7d534d03f8f02fd.png</a> </p>
<p>Some of my favorite moments in the creation process were:<br />
A player turning a location into a boat.<br />
A drinking buddy NPC turning into a plot point<br />
One player creating a location and then another player deciding they accidentally burned down the first version of the location<br />
Immediately hooking a villain into all the characters from moment one</p>
<p>When the players were to a second location, I used a modified version of the Technoir system (<a href="http://www.tribality.com/2016/05/25/adventure-creation-lessons-from-technoir/" rel="ugc">http://www.tribality.com/2016/05/25/adventure-creation-lessons-from-technoir/</a>) to create an adventure map that unfolded based entirely on how players decided to explore and interact with the list of options. A different method, but one the players still really liked since it was entirely organic and undefined until they defined it.</p>
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