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better gaming through chemistry
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<blockquote data-quote="Uller" data-source="post: 2697159" data-attributes="member: 413"><p>First off, I completely agree with <strong>LostSoul's</strong> point "I don't want the DM to tell me a story. I can go to the library to get that, or turn on the TV." When I play, I <strong>HATE</strong> it when DM has some "story" in mind and wants to pigeon-hole my character into it. </p><p></p><p>However I agree (sort of) with what The Shaman says here. At the start of a campaign, one of two things needs to happen: 1) The PCs have to have generic reasons for adventuring or 2) The DM and players need to agree upon their reasons. </p><p></p><p>In my current campaign, I told all the players they work for a certain NPC and gave them a few example reasons why they might be working for him. One player came up with he was adopted by him because his father was an associate who died mysteriously, another came up with she stole something from him and was caught and is working off the debt. Others had interesting reasons too. One guy (the power-gamer in the group) said he just wants to walk the earth and have adventures....whatever. </p><p> </p><p>I consider it my job, as the DM to work in the interesting parts of PCs backgrounds into early plot hooks. Then things go from there. If you came to me and said your PC is hunting a specific monster, I'd probably use that as a hook in the first adventure or two. Otherwise, I'd probably ask you to find another motivation (the former really is the most likely unless it was something really odd or unworkable).</p><p></p><p>I don't think you need a book for this...</p><p></p><p>As for a book to tell the players to learn the rules: If they haven't read the PHB, what makes you think they'll read (much less buy) a different book?</p></blockquote><p></p>
[QUOTE="Uller, post: 2697159, member: 413"] First off, I completely agree with [b]LostSoul's[/b] point "I don't want the DM to tell me a story. I can go to the library to get that, or turn on the TV." When I play, I [b]HATE[/b] it when DM has some "story" in mind and wants to pigeon-hole my character into it. However I agree (sort of) with what The Shaman says here. At the start of a campaign, one of two things needs to happen: 1) The PCs have to have generic reasons for adventuring or 2) The DM and players need to agree upon their reasons. In my current campaign, I told all the players they work for a certain NPC and gave them a few example reasons why they might be working for him. One player came up with he was adopted by him because his father was an associate who died mysteriously, another came up with she stole something from him and was caught and is working off the debt. Others had interesting reasons too. One guy (the power-gamer in the group) said he just wants to walk the earth and have adventures....whatever. I consider it my job, as the DM to work in the interesting parts of PCs backgrounds into early plot hooks. Then things go from there. If you came to me and said your PC is hunting a specific monster, I'd probably use that as a hook in the first adventure or two. Otherwise, I'd probably ask you to find another motivation (the former really is the most likely unless it was something really odd or unworkable). I don't think you need a book for this... As for a book to tell the players to learn the rules: If they haven't read the PHB, what makes you think they'll read (much less buy) a different book? [/QUOTE]
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