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Are your players into your campaign?
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<blockquote data-quote="Sir Whiskers" data-source="post: 1170934" data-attributes="member: 6941"><p>This is not directed at any particular person posting on this thread, but another question to ask is: "How do I, as a GM, react when a player tries to get 'involved' by taking ownership of part of <strong>my</strong> world?" As a GM it's very easy to see the campaign as <strong>my</strong> property, a sandbox the players can play in, but not really touch. IME that can lead to players remaining aloof, treating the game as just a chance to smash things.</p><p></p><p>A couple examples: In my last campaign, I had one player whose character background included references to being a pirate. Since I hadn't fleshed them out, I asked her to write up a couple pages on the pirates - how they operated, names of important npc's, a little history. Her character would get xp and I'd get enough info to create hooks for her. And she really enjoyed the idea of her background being an important focus for the campaign. Another player got excited when a token encounter with a street urchin led his character to start setting up his own snitch network. In both cases, the players were effecting real change in the world, change that was to a large degree under their control.</p><p></p><p>In another campaign, as a player, I created a character using an unusual race/class combo. Since the GM hadn't worked up much on the race's culture, I wrote up pages of background fleshing out the society and how my character ended up being a bit iconoclastic. The reaction from the GM and another player: laughter. I threw away my notes at the end of the session and the GM never noticed.</p><p></p><p>Sometimes players lose interest for reasons we, as GM's, can't control. And sometimes we shoot ourselves in the foot.</p></blockquote><p></p>
[QUOTE="Sir Whiskers, post: 1170934, member: 6941"] This is not directed at any particular person posting on this thread, but another question to ask is: "How do I, as a GM, react when a player tries to get 'involved' by taking ownership of part of [B]my[/B] world?" As a GM it's very easy to see the campaign as [B]my[/B] property, a sandbox the players can play in, but not really touch. IME that can lead to players remaining aloof, treating the game as just a chance to smash things. A couple examples: In my last campaign, I had one player whose character background included references to being a pirate. Since I hadn't fleshed them out, I asked her to write up a couple pages on the pirates - how they operated, names of important npc's, a little history. Her character would get xp and I'd get enough info to create hooks for her. And she really enjoyed the idea of her background being an important focus for the campaign. Another player got excited when a token encounter with a street urchin led his character to start setting up his own snitch network. In both cases, the players were effecting real change in the world, change that was to a large degree under their control. In another campaign, as a player, I created a character using an unusual race/class combo. Since the GM hadn't worked up much on the race's culture, I wrote up pages of background fleshing out the society and how my character ended up being a bit iconoclastic. The reaction from the GM and another player: laughter. I threw away my notes at the end of the session and the GM never noticed. Sometimes players lose interest for reasons we, as GM's, can't control. And sometimes we shoot ourselves in the foot. [/QUOTE]
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