barsoomcore
Unattainable Ideal
An general question thrown out to all DMs -- or players, if you want to talk about your DM.
What kinds of emotions get generated in your campaigns?
When I first started playing D&D lo these many years ago, the only emotions that ever really came up were frustration (not getting what I wanted) and satisfaction (getting what I wanted). We played a very acquisitive, power-oriented style of gaming -- make your character stronger, keep your character alive, kill those who had what you wanted.
Over the years, though, more and more emotions have been making themselves apparent at my games, which I'm really happy about. Fear is often a big one -- not just fear in the "My character is going to die" sense, but real honest-to-Pete "Holy cow I'm freaked right out" terror. There's been revulsion (my imagination can get really sick, and when my wife's little wanna-be mage had to make use of a half-skinned, mouth-stitched-together, hands-cut-off freakazoid to help power her spells, the whole gang looked a little green), and I think there's even been what I would call heartbreak -- the afore-mentioned freakazoid was known to the party in her pre-freak state and they were pretty upset to see what had happened to her.
How about the rest of you? What emotions get stirred up within your campaign? I'm talking about emotions your players actually feel, as opposed to their characters. It's obviously possible for a character to fall in love and the player not to feel a thing, right? But what do your players feel?
It's very rewarding when you realise you've actually hooked your friends to such an extent that they are feeling real emotions for their characters.
What kinds of emotions get generated in your campaigns?
When I first started playing D&D lo these many years ago, the only emotions that ever really came up were frustration (not getting what I wanted) and satisfaction (getting what I wanted). We played a very acquisitive, power-oriented style of gaming -- make your character stronger, keep your character alive, kill those who had what you wanted.
Over the years, though, more and more emotions have been making themselves apparent at my games, which I'm really happy about. Fear is often a big one -- not just fear in the "My character is going to die" sense, but real honest-to-Pete "Holy cow I'm freaked right out" terror. There's been revulsion (my imagination can get really sick, and when my wife's little wanna-be mage had to make use of a half-skinned, mouth-stitched-together, hands-cut-off freakazoid to help power her spells, the whole gang looked a little green), and I think there's even been what I would call heartbreak -- the afore-mentioned freakazoid was known to the party in her pre-freak state and they were pretty upset to see what had happened to her.
How about the rest of you? What emotions get stirred up within your campaign? I'm talking about emotions your players actually feel, as opposed to their characters. It's obviously possible for a character to fall in love and the player not to feel a thing, right? But what do your players feel?
It's very rewarding when you realise you've actually hooked your friends to such an extent that they are feeling real emotions for their characters.