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General Tabletop Discussion
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How "alive" should the world be - outside the scope of the PCs?
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<blockquote data-quote="Lanefan" data-source="post: 7280453" data-attributes="member: 29398"><p>We've determined before that your DMing style and mine are vastly different; and common elements among all four of your examples show this:</p><p></p><p>In only one of those four scenarios (the last one, and even that's pushing it) did the PCs have a chance to meet each other, get to know each other, and in-character form any sort of adventuring party (and the players get a chance to roleplay any of this) before you drove them - individually or as a group - into the action.</p><p></p><p>In none of those four scenarios - and they are all from a game's first session - did the PCs (or players), after getting to know each other, get a chance to look around at the game world or setting and decide (and roleplay) how they were going to interact with it. It just got up in their faces.</p><p></p><p>In none of those four scenarios were the PCs given a chance to go looking for adventure: to proactively explore, make contacts, and see what hooks might out there and then be able to choose to accept or reject any given one. In the first two examples they're dumped right into the story and in the second two there's only one hook and thus only one choice (giants or nothing; and Lt Li or nothing); though in fairness it sounds like the Giants one might have been something of a one-off so I shouldn't be too hard on it.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7280453, member: 29398"] We've determined before that your DMing style and mine are vastly different; and common elements among all four of your examples show this: In only one of those four scenarios (the last one, and even that's pushing it) did the PCs have a chance to meet each other, get to know each other, and in-character form any sort of adventuring party (and the players get a chance to roleplay any of this) before you drove them - individually or as a group - into the action. In none of those four scenarios - and they are all from a game's first session - did the PCs (or players), after getting to know each other, get a chance to look around at the game world or setting and decide (and roleplay) how they were going to interact with it. It just got up in their faces. In none of those four scenarios were the PCs given a chance to go looking for adventure: to proactively explore, make contacts, and see what hooks might out there and then be able to choose to accept or reject any given one. In the first two examples they're dumped right into the story and in the second two there's only one hook and thus only one choice (giants or nothing; and Lt Li or nothing); though in fairness it sounds like the Giants one might have been something of a one-off so I shouldn't be too hard on it. Lanefan [/QUOTE]
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How "alive" should the world be - outside the scope of the PCs?
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