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<blockquote data-quote="howandwhy99" data-source="post: 5040953" data-attributes="member: 3192"><p>The OP was talking about NPC plots. Can these relate to the PCs? I think so, but most tailoring in my game comes in the form of background submission and module/campaign suggestions. These synchronize both player and character desires and are far larger in scope than might first appear as plenty of people want a magic item or monster or something else to be included in the game world. So I tell them, "write up what your character knows about this, we'll hash out the specifics to fit the game together, and then that will be what you know too." I find if I don't do this, players will read the module or some game rule and expect to use it or win it accordingly.</p><p></p><p>I'm a little different than most posters here. The players play however they wish, but the understanding is they will get points for roleplaying well, meaning for performing their class successfully and gaining XP for it. This sets the scope of play. Otherwise I find players going all over into things the game was never meant to support. It's mainly swords and sorcery.</p><p></p><p>Running an evil or chaotic-aligned group of PCs tends to end with the PC party getting into conflict with itself IME. This may be what you want, but I'd be up front with the players about what might happen. What this means is the primary megadungeon of the campaign will be the lawful one, the city, and towns and forts, etc. are a good place to start. Look at T1 for an example of a lawful dungeon called Hommlet with monsters and treasure written into the module. Allow for the possibility of alliances with evil NPCs, monsters basically, and run your game as usual.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5040953, member: 3192"] The OP was talking about NPC plots. Can these relate to the PCs? I think so, but most tailoring in my game comes in the form of background submission and module/campaign suggestions. These synchronize both player and character desires and are far larger in scope than might first appear as plenty of people want a magic item or monster or something else to be included in the game world. So I tell them, "write up what your character knows about this, we'll hash out the specifics to fit the game together, and then that will be what you know too." I find if I don't do this, players will read the module or some game rule and expect to use it or win it accordingly. I'm a little different than most posters here. The players play however they wish, but the understanding is they will get points for roleplaying well, meaning for performing their class successfully and gaining XP for it. This sets the scope of play. Otherwise I find players going all over into things the game was never meant to support. It's mainly swords and sorcery. Running an evil or chaotic-aligned group of PCs tends to end with the PC party getting into conflict with itself IME. This may be what you want, but I'd be up front with the players about what might happen. What this means is the primary megadungeon of the campaign will be the lawful one, the city, and towns and forts, etc. are a good place to start. Look at T1 for an example of a lawful dungeon called Hommlet with monsters and treasure written into the module. Allow for the possibility of alliances with evil NPCs, monsters basically, and run your game as usual. [/QUOTE]
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