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Old 19th September 2008, 09:47 PM   #92 (permalink)
Greg K
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Join Date: Jun 2002
Location: Los Angeles, California
Posts: 2,403
Greg K Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by Mallus View Post
This is always good advice. Unfortunately, it doesn't guarantee that the DM will correctly work out how those motivations he's discussed relate to the adventure at hand. He could be wrong.

The great thing about making the player primarily responsible for providing their character's motivations is that they can't be wrong about them. For that reason alone I find it to be the most practical approach.
Motivations for adventuring yes. However, imo, its the DM's responsability to use those motivations to get the charcters into the adventure (or at least to the location). Afterall, the GM knows the campaign world, the characters, and the adventure. He can tailor the adventure (even if a module) to accomodate the characters such changing how an NPC approaches the characters (or even the NPC itself), throwing in bits of existing plotlines (e.g., a hint to a to motivate the characters (e.g. the NPCs has information to something they seek), etc.,
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"The designers of the newest edition built so much reliance on rules right into the game, to make it easier to play. As one of those designers, I occasionally think to myself, 'What have we wrought?' " -Monte Cook

" If the DM has to make a lot of judgment calls, the game is more difficult to learn. However, it's my belief that it's also more satisfying." -Monte Cook

"Don't let rules replace good DMing skills"- Monte Cook
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