11 thoughts on “Does anyone else find it easier to play without fronts?”

  1. I think there are many possible substitutes for fronts, including running a series of interconnected dungeons or whatever, which will often include implicit ones.

  2. Fronts at their most basic level for me = a list of dangers (npcs, political movements, planar conjunctions… whatever) that exist in the world (and beyond it), motivations/goals for those dangers and reprecussions for the dangers goals being achieved.

    They aren’t any different from any other adventure notes from any other game I play, they just use a specific language and organization.

    A dungeon stocked with monsters and prisoners, ghosts and treasure is already a front if you have some idea as to what any of those those things are doing in the dungeon and what will happen to them if left uninterrupted by adventurers.

  3. I like the idea of a list of NPCs, their motivations, locations, other threats, etc.. I think its grim portents that gets me, because it feels like its planning a route, even if its not necessarily one that interferes with the players.

  4. I’ve found in practice that with proactive players most of the grim portents aren’t really going to be used; your players aren’t going to be doing a lot of “what the hell do we do now?” and gazing hopefully at the GM.

  5. I find the fronts useful in between settings when I’m brainstorming some new things for the players to do. Usually my fronts change in play to match the fiction the players have created.

  6. Well it is a prewritten story if noone interacts with it. Players have this tendency to involve themselves into things that are not their business. 

  7. Quite the opposite. I played ton of rolemaster campaigns with no prep in my time, but now I know that if I am too lazy to arrange some kind of front I will have bad time with my players.

    I find the front the best way to not loose the focus during the play while stay open and reactive towards the players

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