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How do you stop a DM from starting NEW campaigns all the time?
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<blockquote data-quote="Afrodyte" data-source="post: 2068028" data-attributes="member: 8713"><p>I've sort of been on both sides of the fence but facing the same problem with investing time and energy into a campaign (not just D&D, but often D&D since it's the most popular).</p><p></p><p>I tend to create characters as three-dimensional as possible. I go out of my way to make them lifelike and not just a bunch of stats on the sheet or a simple concept. To do this, all I have to ask about the character are: What does s/he want? How did this desire come about? Why does s/he need this to feel complete/happy/whole/whatever? Even beyond this, I make backgrounds with glaring "exploit me" points in them. I create motives that scream "use me for your pleasure." I make personality traits, beliefs, and flaws that say "this is a place that will be interesting to develop." And 9 times out of 10, the GM doesn't do anything with it, even if I explicitly state that's what I want. Most recently, I had a GM that asked for a background and what not, but he provided very little information about the world that I could really work with. </p><p></p><p>I realize that a part of this comes from the idea that players mainly want to be entertained, which usually means constantly drawing on the element of surprise. In my case, with the types of characters I make, that is definitely not true. I get the greatest satisfaction from resolving the themes and issues I create for each character. If the GM is too busy trying to surprise me, it's harder to do that.</p><p></p><p>It's the same thing when I GM. The players say that they want to be immersed in their characters and the world, that they want to explore some deeper issues, but they also want "lifelike" spontanaeity. This is possible, but it requires a very deep understanding of each character, perhaps as deep as the players have themselves. But what am I given to work with? At best, I generally get a brief description of that character's niche in the party and perhaps a couple of signficant life events. I need to know what makes the characters tick in both an abstract and concrete sense. Only then can I make something that quickly engages the players' energy and attention. I need to know not just what the characters want and/or the event that sparked it, but also the emotions, beliefs, and attitudes that drive it. What. How. Why. Most players would give me the what. Some will give me the how. Few will give me the why (which ironically is the most important). And it's not for lack of asking or trying. Then I'm expected to turn lead into gold without the benefit of learning alchemy.</p></blockquote><p></p>
[QUOTE="Afrodyte, post: 2068028, member: 8713"] I've sort of been on both sides of the fence but facing the same problem with investing time and energy into a campaign (not just D&D, but often D&D since it's the most popular). I tend to create characters as three-dimensional as possible. I go out of my way to make them lifelike and not just a bunch of stats on the sheet or a simple concept. To do this, all I have to ask about the character are: What does s/he want? How did this desire come about? Why does s/he need this to feel complete/happy/whole/whatever? Even beyond this, I make backgrounds with glaring "exploit me" points in them. I create motives that scream "use me for your pleasure." I make personality traits, beliefs, and flaws that say "this is a place that will be interesting to develop." And 9 times out of 10, the GM doesn't do anything with it, even if I explicitly state that's what I want. Most recently, I had a GM that asked for a background and what not, but he provided very little information about the world that I could really work with. I realize that a part of this comes from the idea that players mainly want to be entertained, which usually means constantly drawing on the element of surprise. In my case, with the types of characters I make, that is definitely not true. I get the greatest satisfaction from resolving the themes and issues I create for each character. If the GM is too busy trying to surprise me, it's harder to do that. It's the same thing when I GM. The players say that they want to be immersed in their characters and the world, that they want to explore some deeper issues, but they also want "lifelike" spontanaeity. This is possible, but it requires a very deep understanding of each character, perhaps as deep as the players have themselves. But what am I given to work with? At best, I generally get a brief description of that character's niche in the party and perhaps a couple of signficant life events. I need to know what makes the characters tick in both an abstract and concrete sense. Only then can I make something that quickly engages the players' energy and attention. I need to know not just what the characters want and/or the event that sparked it, but also the emotions, beliefs, and attitudes that drive it. What. How. Why. Most players would give me the what. Some will give me the how. Few will give me the why (which ironically is the most important). And it's not for lack of asking or trying. Then I'm expected to turn lead into gold without the benefit of learning alchemy. [/QUOTE]
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