>>5380364>Players like to roleplay, so if you give them an in-character reason to never ever reject a quest offered to them (it's part of your religious order's code to help others! you're dirt broke and need any job you can get!Fuck, I didn't see this excellent point either. If you were doing like a Starwars quest and you're a jedi, logically you shouldn't just get an option to "kill the younglings" or do that as a write in. First you have to look at your backstory given to you and go "wait, it's risky to make me a jedi, I'm 11". After that is a long series of little things, increasingly, till you're killing all the sand people, and then saying the Jedi have "betrayed" you.
It's the reverse for the GM. Logically, you wouldn't give them the "kill the younglings" option right out the gate. It would be something more like "Take interest in that woman who used to be queen, the one you used to know".
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For a second, let me use my four competitive campaign thing as an example.
You see the map? This map is the area of play that I let the various campaigns run around in. Each of them picked a faction, which defines what their main objectives are (Spread Jihad, stabilize the area, ect ect). They then all picked what type of character/class they had (Commander, Politician, Analyst), and this decides what they're good at and what they're bad at.
I obviously don't let the American play wage Jihad, and I don't let the Jihad player hold hands with the infidels and sing kumbaya.
Three of the campaigns literally do nothing but write ins. The quest on /qst/ is well, a quest. So I have to give them 3-5 options at a time and no more. Mostly, what I offer them is something like
"You finished what you were trying to do, do you want to now go here, here, or stay where you are?" Followed by "You have noticed, this, this, and this. You for some reason can't figure out if this or this is true" and then I list some options about what they can do about it.
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Technically, all of these campaigns are sandboxes. They can't leave the sandbox of specific size, they can't leave whatever wiggle room their factions allow them to have, and they can't like... go pickup women.... or start a business... or masterbate all day. All they can do is collect information, fight each other, capture territory, train forces, request reinforcements, spend money, bribe neutral parties, recruit, sneak around, ect ect.
I've told every single player that there are points, and they get them from doing faction stuff, or deliberately fucking over the other players.
This means the jihadist player is encouraged to look for the other players, and kill them, or at least kill some of their men.
So far, three of the campaigns have fought each other or with each other, and they mostly don't suspect a thing.