Aenghus
Explorer
I would tend to agree with most of the article, with the caveat that the DM needs to know the players will be open to being "heroic" members of society, as opposed to a roving band of adventurers or outlaws outside of society's constraints.
While I can play in "trust no one" greed and paranoia style, I have found out I don't like that style of play for any length of time. I understand that some other players enjoy it, but it's not for me bar the occasional one-shot.
In my own campaigns, I clearly indicate to new players the desired tone of the game, which for me is normally a high heroic game where the PCs form (individual) ties to the setting and care about it.
If the players just want to blow off steam and will kill npcs at the drop of a hat, the're looking for a more sword and sorcery or rogues and ruffians style of play, and that suggests a different presentation of the setting. That is, everyone is as least as grubby as the PCs, whether open about or secretly corrupt, and often many of the antagonists are clear black-hats. A "Grey or Black" morality world allows the PCs to have better PR and be the lesser evil. It also makes negotiations easier, as betrayal is always an option. And the world may not be worth saving, to the PCs.
To me the article isn't about enforcing a game style on the unwilling, which is unlikely to work, or apathetic, which can work but may not be appreciated.
It's about facilitating high heroic play by presenting a "world worth saving".Which is very useful prerequisite for a "save the world" ( or kingdom or town or village) plot.
It's possible to have reluctant heroes in "save the world" plots, but they need to sign up as players to the idea, and can be a lot of extra work, and massively increase the changes of campaign failure in my experience, as players /PCs get sidetracked or sell out.
Basically this comes down to the question of what an adventuring party is ? true heroes of the people or just a murderous band of brigands, and where they lie between those two end points. (I'm speaking objectively here, obviously a successful bunch of brigands may try to legitimise themselves, but the referee and players will have a fair idea of what they are portraying).
While I can play in "trust no one" greed and paranoia style, I have found out I don't like that style of play for any length of time. I understand that some other players enjoy it, but it's not for me bar the occasional one-shot.
In my own campaigns, I clearly indicate to new players the desired tone of the game, which for me is normally a high heroic game where the PCs form (individual) ties to the setting and care about it.
If the players just want to blow off steam and will kill npcs at the drop of a hat, the're looking for a more sword and sorcery or rogues and ruffians style of play, and that suggests a different presentation of the setting. That is, everyone is as least as grubby as the PCs, whether open about or secretly corrupt, and often many of the antagonists are clear black-hats. A "Grey or Black" morality world allows the PCs to have better PR and be the lesser evil. It also makes negotiations easier, as betrayal is always an option. And the world may not be worth saving, to the PCs.
To me the article isn't about enforcing a game style on the unwilling, which is unlikely to work, or apathetic, which can work but may not be appreciated.
It's about facilitating high heroic play by presenting a "world worth saving".Which is very useful prerequisite for a "save the world" ( or kingdom or town or village) plot.
It's possible to have reluctant heroes in "save the world" plots, but they need to sign up as players to the idea, and can be a lot of extra work, and massively increase the changes of campaign failure in my experience, as players /PCs get sidetracked or sell out.
Basically this comes down to the question of what an adventuring party is ? true heroes of the people or just a murderous band of brigands, and where they lie between those two end points. (I'm speaking objectively here, obviously a successful bunch of brigands may try to legitimise themselves, but the referee and players will have a fair idea of what they are portraying).
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