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Players making their mark on the world
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<blockquote data-quote="Byrons_Ghost" data-source="post: 800912" data-attributes="member: 7396"><p>This is sort of related to the thread on whether DMs or players come up with more plot stuff, but different enough I thought it needed to be seperate.</p><p></p><p>As a player, my favorite characters have always been those that were actually able to make a difference in the world, able to work out their own goals and pursue their own agendas. My longest-running character ended up a rather influential noble, I've had other characters that wanted to form criminal syndicates, were rebelling against tyrants, etc. Now, I don't mind going through pre-made modules or following the DM's plans either, in fact I'd prefer a mix of the two.</p><p></p><p>As a DM, I tend to rely pretty heavily on published adventures, even if I customize them heavily (someone else described looking at a module as a "toolkit", which I think pretty much sums it up). The modules are then strung together into an overall arching plot involving the usual stuff- recurring villains, great quests, the fate of nations, etc etc. </p><p></p><p>I'd like for my players to take the sort of intiative to start their own plots as well. Not everyone does, some of them just sit back and wait for combat to start. That's fine, I can't force them. Others have come up with their own plans- opening a store, magical experimentation, taking over a stronghold, that sort of thing. Which is what I like to see, because it means they're getting into the setting and the characters.</p><p></p><p>However, when they come up with these plans, I can't think of any way to work plots around them. It just ends up being sort of background material while I keep running modules. I think what it essentially boils down to is that things tend to become too reactive, or combat-oriented. If, for instance, I have a plot where the shopkeeper is threatened by a local protection gang, she gets the party together, they go take care of the gang, end of story. Or if the wizard finds more monsters in the stronghold he's claiming, we just go through a smaller version of a dungeon crawl.</p><p></p><p>So I'm wondering if anyone else out there has problems with improvising adventures, especially when it's in reaction to player wishes. And for those that don't, what sort of things do you have occur when the playters have goals for their characters?</p></blockquote><p></p>
[QUOTE="Byrons_Ghost, post: 800912, member: 7396"] This is sort of related to the thread on whether DMs or players come up with more plot stuff, but different enough I thought it needed to be seperate. As a player, my favorite characters have always been those that were actually able to make a difference in the world, able to work out their own goals and pursue their own agendas. My longest-running character ended up a rather influential noble, I've had other characters that wanted to form criminal syndicates, were rebelling against tyrants, etc. Now, I don't mind going through pre-made modules or following the DM's plans either, in fact I'd prefer a mix of the two. As a DM, I tend to rely pretty heavily on published adventures, even if I customize them heavily (someone else described looking at a module as a "toolkit", which I think pretty much sums it up). The modules are then strung together into an overall arching plot involving the usual stuff- recurring villains, great quests, the fate of nations, etc etc. I'd like for my players to take the sort of intiative to start their own plots as well. Not everyone does, some of them just sit back and wait for combat to start. That's fine, I can't force them. Others have come up with their own plans- opening a store, magical experimentation, taking over a stronghold, that sort of thing. Which is what I like to see, because it means they're getting into the setting and the characters. However, when they come up with these plans, I can't think of any way to work plots around them. It just ends up being sort of background material while I keep running modules. I think what it essentially boils down to is that things tend to become too reactive, or combat-oriented. If, for instance, I have a plot where the shopkeeper is threatened by a local protection gang, she gets the party together, they go take care of the gang, end of story. Or if the wizard finds more monsters in the stronghold he's claiming, we just go through a smaller version of a dungeon crawl. So I'm wondering if anyone else out there has problems with improvising adventures, especially when it's in reaction to player wishes. And for those that don't, what sort of things do you have occur when the playters have goals for their characters? [/QUOTE]
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