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<blockquote data-quote="Greg K" data-source="post: 5122269" data-attributes="member: 5038"><p>Yep, definitely different strokes. As a player, I am not going to play just because it is D&D, Rolemaster, GURPS fantasy, etc. It's the setting/world the DM created that is going to draw me in. Give me an interesting setting with cultures, the deities thought out w/ their priesthoods, some bits of history and recent events for the cultures (a few sentences is fine) and some organizations. These are the things that will</p><p>a) get me to buy in to the game;</p><p>b) help me make meaningful choices to decide on my character and ground my character into the setting. </p><p>c) provide a consistant world which helps me get some immersion for playing my character.</p><p></p><p>Then, once characters are created, I want the DM to set the players loose to explore the setting (no adventure paths, no chained modules like the G-D-Q series)</p><p></p><p>As a DM, I prefer the same thing. I create the world. The players design the characters and the backgrounds taking into account the settings cultures and other constraints. This means that, for example, the cleric will worship one of the pre-determined deities which will affect the character's choice of spells and there will be certain behavior that is expected as a priest of a particular deity to stay in the good graces of the church and deity.</p><p></p><p>Then, once the characters are created, the players are, otherwise, free to go off to explore and do what they want (as long as they are not playing evil characters). I'll set out hooks based on backgrounds. However, when all is said and done, If they want to be bakers whose adventures are based on running a business, travelling to other cultres to discovers new recipes, (or herbs, extracts, etc.), deaing with thugs trying to start a protection racket, and win a pie contest held by the king, so be it. I will accomodate them.</p></blockquote><p></p>
[QUOTE="Greg K, post: 5122269, member: 5038"] Yep, definitely different strokes. As a player, I am not going to play just because it is D&D, Rolemaster, GURPS fantasy, etc. It's the setting/world the DM created that is going to draw me in. Give me an interesting setting with cultures, the deities thought out w/ their priesthoods, some bits of history and recent events for the cultures (a few sentences is fine) and some organizations. These are the things that will a) get me to buy in to the game; b) help me make meaningful choices to decide on my character and ground my character into the setting. c) provide a consistant world which helps me get some immersion for playing my character. Then, once characters are created, I want the DM to set the players loose to explore the setting (no adventure paths, no chained modules like the G-D-Q series) As a DM, I prefer the same thing. I create the world. The players design the characters and the backgrounds taking into account the settings cultures and other constraints. This means that, for example, the cleric will worship one of the pre-determined deities which will affect the character's choice of spells and there will be certain behavior that is expected as a priest of a particular deity to stay in the good graces of the church and deity. Then, once the characters are created, the players are, otherwise, free to go off to explore and do what they want (as long as they are not playing evil characters). I'll set out hooks based on backgrounds. However, when all is said and done, If they want to be bakers whose adventures are based on running a business, travelling to other cultres to discovers new recipes, (or herbs, extracts, etc.), deaing with thugs trying to start a protection racket, and win a pie contest held by the king, so be it. I will accomodate them. [/QUOTE]
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