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Letters from Home

Today’s guest article is by John Fredericks, and it’s a unique idea we’ve never discussed here before. Thanks, John!

Introduction

All GMs long for player investment in their characters and in the campaign world. As GMs, we’re often (very) caught up in the planning and running of the game. This makes it difficult for us to gauge whether we are meeting the players’ expectations at the table. In this article, I’ll share an idea that I used recently to garner more player input on their characters and the direction of the adventures.

I run a regular fantasy campaign which is based in a medium-sized town. One week I announced that since they were returning home there would be letters from home waiting for them. More importantly, they would decide the contents of those letters. I was hoping that this might lead to some insight into what they wanted in the future. Their responses were even better than I expected.

The Results

Here’s a brief summary of their efforts, and what I was able to do with them.

You can see that their responses varied quite a bit, but they all gave me fuel for adventures.

If You Use This Idea

If you would like to use this in your own campaign, here are some thoughts on making it work well.

Extending the Idea

Don’t feel bound by the literary convention of a letter. Depending on your campaign world an email, tweet, or even a dream might work better. It could even be a conversation with a friendly NPC who gives them their next mission. If you want to do that, ask the player to fill you in before the session so that you have some appropriate encounters prepared.

Have you used the concept of a letter or something similar in your campaign? Do you have another technique for helping players take a more active role in the direction of a campaign? If so, let me know below.

6 Comments (Open | Close)

6 Comments To "Letters from Home"

#1 Comment By Roxysteve On May 7, 2013 @ 9:22 am

A great idea. I stealz it!

#2 Comment By Tegemea On May 7, 2013 @ 10:57 am

This is a fantastic idea. I will definitely be taking it for a test drive. Thanks!

#3 Comment By teaman On May 7, 2013 @ 2:09 pm

Thanks guys (I’m the author) and appreciate the kind words. It really worked for my group. Not sure how often it should be implemented, that may depend on the group.

#4 Comment By Scott Martin On May 8, 2013 @ 9:42 pm

I like it. Subtle, and easy to implement in chunks. You can always have “a letter or two” show up if there’s not one for everyone. Your creative players might even make up interesting stories about how the expected letter’s absence means “something dire is afoot”. Though I really liked your player’s “Oh, no letter for me… because I’m a local” response.

#5 Comment By Orikes On May 8, 2013 @ 1:28 am

Very interesting idea. A great way to get the players to help flesh out their backstories AND the world around them. 🙂

#6 Comment By J24U On May 8, 2013 @ 9:12 pm

I used a similar method to get players to add depth to character in a bi-weekly sci-fi game I ran. In the weeks we did not meet, the players all received an email informing them of major news stories and rumors going around their little sector of the galaxy at the time. If a player wished he could request further information and research a story to possibly flesh out an adventure or roleplaying opportunity. They were free to ignore what they read and just continue with the main story, but everyone followed up on at least one story or research avenue that appealed to them. It saved me a lot of trouble in adventure writing in that I only had to come up with a few paragraph-length ideas, and then just had to flesh out those that they were actually interested in, and most importantly, in the way they wanted it fleshed out. A story about hostile alien political factions could have turned into a simple gunrunning adventure if one player wanted it to, but if another decided that maybe one of these cultures played heavily into his character, then it became a deeper roleplaying session to let him define his character more.

Though I liked the system I used for a large space-opera game where I need to detail galactic culture and events for the players all the time, for a fantasy based D&D type game I really dig your letters idea, and will try it next time I run.