Greenbriar
Exile
Initial Disclaimer: this is not an interest check.
Hi guys,
I've been working on a roleplay idea I'd enjoy both running and playing (still likely a month or so off before I Interest Check it) which ideally involves 3-6 characters traveling together aboard a main vessel for plotly reasons - they have a day job after all. They tend to both get hired for adventures, as well as some adventures coming to find them while they're determinedly trying to do anything but. Sound familiar? Firefly is certainly an influence (more so than Serenity) although there are distinct differences in both setting and story so it's not simply a reskin.
I'm doing some world building now, and I intend to GM this (though I'm certainly not precious about it and fully intend to pick my players' brains for story ideas they'd enjoy seeing come into play). I also have a character I'd love to play in this setting, who would be the captain of said vessel.
So my question is, am I taking on too many hats and not leaving the players enough agency? And if so, what should I do to address this?
I could simply launch it as a 1x1 and ask my prospective writing partner if they're happy to double, but that has its own pitfalls - and rightly or wrongly, 1x1 tends to have stronger romantic influences than I want for this.
I could simply run the game and not use my character, but I have been and will put a lot of work into this and I feel it'd be a shame to leave her out.
I could design the setting then try to coax another user to GM so I can play, but that seems laughably unfair to them.
What can I do to fix or minimize the problem - or am I just overthinking the whole thing?
End disclaimer: I do this sometimes.
Hi guys,
I've been working on a roleplay idea I'd enjoy both running and playing (still likely a month or so off before I Interest Check it) which ideally involves 3-6 characters traveling together aboard a main vessel for plotly reasons - they have a day job after all. They tend to both get hired for adventures, as well as some adventures coming to find them while they're determinedly trying to do anything but. Sound familiar? Firefly is certainly an influence (more so than Serenity) although there are distinct differences in both setting and story so it's not simply a reskin.
I'm doing some world building now, and I intend to GM this (though I'm certainly not precious about it and fully intend to pick my players' brains for story ideas they'd enjoy seeing come into play). I also have a character I'd love to play in this setting, who would be the captain of said vessel.
So my question is, am I taking on too many hats and not leaving the players enough agency? And if so, what should I do to address this?
I could simply launch it as a 1x1 and ask my prospective writing partner if they're happy to double, but that has its own pitfalls - and rightly or wrongly, 1x1 tends to have stronger romantic influences than I want for this.
I could simply run the game and not use my character, but I have been and will put a lot of work into this and I feel it'd be a shame to leave her out.
I could design the setting then try to coax another user to GM so I can play, but that seems laughably unfair to them.
What can I do to fix or minimize the problem - or am I just overthinking the whole thing?
End disclaimer: I do this sometimes.
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