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Forked Thread: Logan Bonner has some Questions....
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<blockquote data-quote="DeusExMachina" data-source="post: 4503044" data-attributes="member: 61405"><p>1: I'd describe my games as plot driven action adventures. I like action and I like it to be frantic and tense, but without a good plot, it's just so much nonsense. Having a well developed character is important, but so is levelling it and seeing it grow in stats/powers, so you can feel the satisfaction of becoming something more than you were at the start of the campaign.</p><p>The campaigns are maybe not very freeform/sandboxy, but a good narrative is more important to me than having all the options in the world. Also my group seems fine just getting a few choices during a session instead of filling it completely their own plot ideas...</p><p></p><p>2: The goal is to cooperatively create a memorable storyline. Sure, as DM I create most of the story, but the players have their important parts to do. In the end I want to look back abnd see how the players got intrigued by what was going on, had their characters get involved in the storylines and with the npc's leading to a climax ina story that will be remembered for long after we stop the campaign.</p><p>Having fun is obviously the major goal, but then again fun is pretty much the goal of most hobbies, so it seems kind of obvious. The above is what I think makes this hobby fun in particular...</p><p></p><p>3: I will create a homebrew campaign setting every single time. They work better for the narrative when I can create everything from scratch. In order to give a setting the right flavor and atmosphere I will often limit certain races and classes and create new ones. I usually set up some kind of starting point for the story (they are all members of a special forces squad in the army / they are all from the same isolated underground town and entereing the world for the first time, etc). Then during the sessions, I try to give the players hooks that combine my narrative with their backgrounds and/or character qualities and have them interact to make sure everybody gets his place in the story...</p><p></p><p></p><p>I definitely give out quest xp. I think it stimulates solving quests beyond kicking everybody's ass, it stimulates engaging with the world and it allows me to level characters without having to do combat almost nonstop...</p></blockquote><p></p>
[QUOTE="DeusExMachina, post: 4503044, member: 61405"] 1: I'd describe my games as plot driven action adventures. I like action and I like it to be frantic and tense, but without a good plot, it's just so much nonsense. Having a well developed character is important, but so is levelling it and seeing it grow in stats/powers, so you can feel the satisfaction of becoming something more than you were at the start of the campaign. The campaigns are maybe not very freeform/sandboxy, but a good narrative is more important to me than having all the options in the world. Also my group seems fine just getting a few choices during a session instead of filling it completely their own plot ideas... 2: The goal is to cooperatively create a memorable storyline. Sure, as DM I create most of the story, but the players have their important parts to do. In the end I want to look back abnd see how the players got intrigued by what was going on, had their characters get involved in the storylines and with the npc's leading to a climax ina story that will be remembered for long after we stop the campaign. Having fun is obviously the major goal, but then again fun is pretty much the goal of most hobbies, so it seems kind of obvious. The above is what I think makes this hobby fun in particular... 3: I will create a homebrew campaign setting every single time. They work better for the narrative when I can create everything from scratch. In order to give a setting the right flavor and atmosphere I will often limit certain races and classes and create new ones. I usually set up some kind of starting point for the story (they are all members of a special forces squad in the army / they are all from the same isolated underground town and entereing the world for the first time, etc). Then during the sessions, I try to give the players hooks that combine my narrative with their backgrounds and/or character qualities and have them interact to make sure everybody gets his place in the story... I definitely give out quest xp. I think it stimulates solving quests beyond kicking everybody's ass, it stimulates engaging with the world and it allows me to level characters without having to do combat almost nonstop... [/QUOTE]
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