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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Sadras" data-source="post: 7572456" data-attributes="member: 6688277"><p>I truly attempt to steer my game hard in the sandbox tent where I'm willing to sacrifice large meta-plot arcs and storylines in favour of letting the PC pursue their desires. Of course the obstacles I introduce in my game are because of <strong>some underlying preconception of how things should turn out, </strong> given that I am the primary author of the fiction.</p><p></p><p>The question I ask is, how was that different for you in 4e? </p><p>For instance, we have a PC at my table with a backstory (all his by the way):</p><p><em>A restitched soul of the player's previous dead PC (Bard), but now different/altered/evolved into a being serving Kelemvor (Cleric). He has memories/fragments of his past, but his personality is changed, more solemn and grave. His sole purpose is to track down and kill a psychopathic NPC who intends to revive <a href="https://forgottenrealms.fandom.com/wiki/At%27ar_the_Merciless" target="_blank">A'tar</a> whom the NPC believes is the true deity of the sun, the harsh and merciless goddess, as opposed to the feeble and fake gods Amaunator and Lathander. Kelemvor, the deity of the Dead, firmly believes that A'tar must remain dead for the good of the cosmos and so his faithful servqnt, the PC, does his bidding. </em></p><p></p><p>As DM how do you not introduce obstacles that are your preconception of how things should maybe turn out? If the PC is free to <em>write their own story</em> (via dice), his story-arc might end within the next session or two. That would leave him twiddling his thumbs for the rest of the campaign arc.</p><p></p><p>EDIT: The psychopathic NPC was also a previous PC of his who had that goal to resurrect A'tar. He became an NPC when he left the table for a while due to personal reasons.</p></blockquote><p></p>
[QUOTE="Sadras, post: 7572456, member: 6688277"] I truly attempt to steer my game hard in the sandbox tent where I'm willing to sacrifice large meta-plot arcs and storylines in favour of letting the PC pursue their desires. Of course the obstacles I introduce in my game are because of [B]some underlying preconception of how things should turn out, [/B] given that I am the primary author of the fiction. The question I ask is, how was that different for you in 4e? For instance, we have a PC at my table with a backstory (all his by the way): [I]A restitched soul of the player's previous dead PC (Bard), but now different/altered/evolved into a being serving Kelemvor (Cleric). He has memories/fragments of his past, but his personality is changed, more solemn and grave. His sole purpose is to track down and kill a psychopathic NPC who intends to revive [URL="https://forgottenrealms.fandom.com/wiki/At%27ar_the_Merciless"]A'tar[/URL] whom the NPC believes is the true deity of the sun, the harsh and merciless goddess, as opposed to the feeble and fake gods Amaunator and Lathander. Kelemvor, the deity of the Dead, firmly believes that A'tar must remain dead for the good of the cosmos and so his faithful servqnt, the PC, does his bidding. [/I] As DM how do you not introduce obstacles that are your preconception of how things should maybe turn out? If the PC is free to [I]write their own story[/I] (via dice), his story-arc might end within the next session or two. That would leave him twiddling his thumbs for the rest of the campaign arc. EDIT: The psychopathic NPC was also a previous PC of his who had that goal to resurrect A'tar. He became an NPC when he left the table for a while due to personal reasons. [/QUOTE]
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