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<blockquote data-quote="Demonspell" data-source="post: 6748778" data-attributes="member: 6792769"><p>I don't disagree with this, but I would argue that if you are that stuck on something, you are missing out on the opportunity for excellent roleplaying that can make a fantastic story.</p><p></p><p></p><p></p><p>You are wrong again, in the campaign I am currently running, the original DM quit, because my character had a strong attachment to his hometown, and its residents. I refused to abandon the city in its time of need and trapse across the world in hopes that we might find allies. He got upset because I wouldn't follow his narrative, and I convinced the rest of the party that spending three months travelling left a lot of suffering in this city that we had a responsiblity to avoid. He handed me all his documentation and told me that if I knew better than he did he was leaving. He walked out and that was that.</p><p></p><p>It took me a month to read through his documentation, and figure out how to re-work the scenario under the given circumstances, and to convince him to come back and play a character instead. He rolled up a character, and after running it, he has admitted that I am a better DM, I tend to roll with the punches and handle players not following my plan much better than he is. He also points out that when we do leave my defined path somehow we always end up back on the path before the end of out sessions. I just smile, and say, that's part of the story we are telling. </p><p></p><p></p><p></p><p>Again, I think you are missing out on tons of great story-telling opporunities by doing that. I have allowed players to play paladins for evil dieties simply because I liked their idea and I saw a story in it that would be epic if they roleplayed it right.</p></blockquote><p></p>
[QUOTE="Demonspell, post: 6748778, member: 6792769"] I don't disagree with this, but I would argue that if you are that stuck on something, you are missing out on the opportunity for excellent roleplaying that can make a fantastic story. You are wrong again, in the campaign I am currently running, the original DM quit, because my character had a strong attachment to his hometown, and its residents. I refused to abandon the city in its time of need and trapse across the world in hopes that we might find allies. He got upset because I wouldn't follow his narrative, and I convinced the rest of the party that spending three months travelling left a lot of suffering in this city that we had a responsiblity to avoid. He handed me all his documentation and told me that if I knew better than he did he was leaving. He walked out and that was that. It took me a month to read through his documentation, and figure out how to re-work the scenario under the given circumstances, and to convince him to come back and play a character instead. He rolled up a character, and after running it, he has admitted that I am a better DM, I tend to roll with the punches and handle players not following my plan much better than he is. He also points out that when we do leave my defined path somehow we always end up back on the path before the end of out sessions. I just smile, and say, that's part of the story we are telling. Again, I think you are missing out on tons of great story-telling opporunities by doing that. I have allowed players to play paladins for evil dieties simply because I liked their idea and I saw a story in it that would be epic if they roleplayed it right. [/QUOTE]
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