Kickers, and "Formalised plot hooks"
In this thread here,The Hell is a 'Kicker'?, Ron discusses his definition of Kickers (as seperate from plain old character hooks) as a recognised part of the rules.
Leads me to wonder, and essentially think that - (like Champions and it's Hunted and DNPC's) this is all part of "buying in"
It's almost a pre-made interaction with the world... no, not the world - with the Situation
The situation is "What is happening, right here - right now". The situation is in the foreground and what you can interact with.
The Kicker is part of the Why.
A character with no "Why am I here?" is difficult to move. For a "Fast In", there needs to be a ... something.
And a formalised system for gaining these may be useful.
As a suggestion, for use within an LRP setting, is the use of Hooks, Bubbles and Pops.*
Hooks are "in's" created out of the background of the system for "why are you here" and can be given to any new character that is played. Hooks aren't kickers as much as I think Ron described them but are (instead) more like an agenda.
Actually, they are exactly like the opening clue for a treasure hunt.
Bubbles are the 'mid-points', the things you need to find. These are given to random established characters within a large distribution area. These are things that tie in with the Hooks
Pops are what happens when the Hooks encounter all the Bubbles, everyone gets a pop.
Now, obviously, not everyone will follow their hook, and not everyone will play up their bubble - leading to a system of double or even triple redundancy - but lets have a look at an example.
Johnny is looking for his brother, who had joined the army and gone to war. - This is a hook.
Also put out are 8 bubbles (dependent on the size of the event)
2 are in his immediate area, 2 are nearby, and 4 are scattered, but he only needs 3 of them to get the pop.
The first 2 bubbles give the player the fact that Johnny joined the 8th Legion.
The next 2 tell you that the 8th Legion marched against the Firelli Boogs and lost a lot of people.
Any one of the last 4 bubbles gives Johnny the location of the wounded from the failed attack on the Firelli, and where his brother is.
Johnny's pop is that he get's his brother back and a concreate reward for this (whatever reward system is used)
At the end of the event, the people with the bubbles can trade in their bubbles for a small reward, as what goes around comes around.
The net effect is to spur on players to act and interact as well as giving new players and new characters a way and reason to move through the world.
Leads me to wonder, and essentially think that - (like Champions and it's Hunted and DNPC's) this is all part of "buying in"
It's almost a pre-made interaction with the world... no, not the world - with the Situation
The situation is "What is happening, right here - right now". The situation is in the foreground and what you can interact with.
The Kicker is part of the Why.
A character with no "Why am I here?" is difficult to move. For a "Fast In", there needs to be a ... something.
And a formalised system for gaining these may be useful.
As a suggestion, for use within an LRP setting, is the use of Hooks, Bubbles and Pops.*
Hooks are "in's" created out of the background of the system for "why are you here" and can be given to any new character that is played. Hooks aren't kickers as much as I think Ron described them but are (instead) more like an agenda.
Actually, they are exactly like the opening clue for a treasure hunt.
Bubbles are the 'mid-points', the things you need to find. These are given to random established characters within a large distribution area. These are things that tie in with the Hooks
Pops are what happens when the Hooks encounter all the Bubbles, everyone gets a pop.
Now, obviously, not everyone will follow their hook, and not everyone will play up their bubble - leading to a system of double or even triple redundancy - but lets have a look at an example.
Johnny is looking for his brother, who had joined the army and gone to war. - This is a hook.
Also put out are 8 bubbles (dependent on the size of the event)
2 are in his immediate area, 2 are nearby, and 4 are scattered, but he only needs 3 of them to get the pop.
The first 2 bubbles give the player the fact that Johnny joined the 8th Legion.
The next 2 tell you that the 8th Legion marched against the Firelli Boogs and lost a lot of people.
Any one of the last 4 bubbles gives Johnny the location of the wounded from the failed attack on the Firelli, and where his brother is.
Johnny's pop is that he get's his brother back and a concreate reward for this (whatever reward system is used)
At the end of the event, the people with the bubbles can trade in their bubbles for a small reward, as what goes around comes around.
The net effect is to spur on players to act and interact as well as giving new players and new characters a way and reason to move through the world.

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