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better gaming through chemistry
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<blockquote data-quote="Janx" data-source="post: 2696777" data-attributes="member: 8835"><p>So WTF do you expect to be doing for that session? The DM (say a new one running for 1st level PCs) has only got 1 plot, goto sewer, kill rats. This isn't much different than any CRPG. You can kill the rats (satisfying the combat folks) or you can roleplay prepping for the mission (satisfying the drama folks), or you can sit on your arse and whine that there's nothing to do in the city.</p><p></p><p>Our point is, you're absolutely RIGHT that the DM should be making multiple plots that are relevant to the players interests. BUT since you don't own or control the DM, how do you make the best of the situation at hand? </p><p></p><p>That's the point of suggesting follow the plots you're given. If you make the bets of what you have, you'll have more fun and the DM will have the opportunity to get better than if you stall the game out and nobody has any fun.</p><p></p><p>There's another misconception on PC backgrounds. You're making a 1st level PC. You only need a 1 paragraph background. You shouldn't be making up detailed histories and complex enemies to go hunt down and fight. a 21 year old 1st level fighter may not be likely to be married, let alone witness his wife killed by and Ogre Magi AND be prepared to hunt it down. Assuming that was a reasonable backstory, the PC should be interested in pursuing the sewer mission because it gets his funds for his hunt and XP so he won't be a 1st level PC when he meets the Ogre Magi.</p><p></p><p>Another way to look at adventures is this: The DM's job is to START the story, provide a few hooks to an interesting adventure. The PCs job is to FINISH the story, solve the problem in their unique way. Once the DM has started the story and the PCs have entered it, his job is to simply resolve the PCs actions against the story he setup. This is the difference between railroading and having a plot. </p><p></p><p>Somewhere over the years, the some players and DMs have forgotten this little arrangement. The players expect the DM to be a full universe simulator, and the DMs come up with weak plots or railroads to hell.</p><p></p><p>The point Jim's book idea is trying to make, is that you are a PLAYER. What can YOU do to make the best of the gaming situation you are in NOW.</p><p></p><p>Janx</p></blockquote><p></p>
[QUOTE="Janx, post: 2696777, member: 8835"] So WTF do you expect to be doing for that session? The DM (say a new one running for 1st level PCs) has only got 1 plot, goto sewer, kill rats. This isn't much different than any CRPG. You can kill the rats (satisfying the combat folks) or you can roleplay prepping for the mission (satisfying the drama folks), or you can sit on your arse and whine that there's nothing to do in the city. Our point is, you're absolutely RIGHT that the DM should be making multiple plots that are relevant to the players interests. BUT since you don't own or control the DM, how do you make the best of the situation at hand? That's the point of suggesting follow the plots you're given. If you make the bets of what you have, you'll have more fun and the DM will have the opportunity to get better than if you stall the game out and nobody has any fun. There's another misconception on PC backgrounds. You're making a 1st level PC. You only need a 1 paragraph background. You shouldn't be making up detailed histories and complex enemies to go hunt down and fight. a 21 year old 1st level fighter may not be likely to be married, let alone witness his wife killed by and Ogre Magi AND be prepared to hunt it down. Assuming that was a reasonable backstory, the PC should be interested in pursuing the sewer mission because it gets his funds for his hunt and XP so he won't be a 1st level PC when he meets the Ogre Magi. Another way to look at adventures is this: The DM's job is to START the story, provide a few hooks to an interesting adventure. The PCs job is to FINISH the story, solve the problem in their unique way. Once the DM has started the story and the PCs have entered it, his job is to simply resolve the PCs actions against the story he setup. This is the difference between railroading and having a plot. Somewhere over the years, the some players and DMs have forgotten this little arrangement. The players expect the DM to be a full universe simulator, and the DMs come up with weak plots or railroads to hell. The point Jim's book idea is trying to make, is that you are a PLAYER. What can YOU do to make the best of the gaming situation you are in NOW. Janx [/QUOTE]
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