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Allowing PCs to be heroic
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<blockquote data-quote="gizmo33" data-source="post: 2234071" data-attributes="member: 30001"><p>People who play RPGs come in different varieties. Hack-and-slash, puzzle solving, role playing, politics, angst, etc (somewhere there should be a FAQ describing this). Some people prefer these in different proportions. IMO a game like DnD needs the events to center around something to gain or lose. That "something" can be a vorpal blade, or a long-lost relative. But not everybody likes the same thing in this case. In fact, most players I know would much prefer the vorpal blade.</p><p> </p><p>Now to some extent - who cares about what most players prefer? What's the point of DMing if you don't like the game that you play? Catering to the interests of 90% of RPGers isn't necessarily worth it. DMing is alot of work, might was well enjoy it.</p><p> </p><p>One time at a con, I played in a Pendragon game where the GM put us into a scenario where our knights were at a party and suppose to hobnob with some damsels. Out of 8 people, 7 of them were avoiding their damsel and combing the castle for something to kill. They were bored and the GM wasn't happy (from what I could tell). </p><p> </p><p>So do you want to please 90% of people with a style that you don't like, or 10% of people with one that you do? I guess if you go the 10% route you'll have to figure a way of letting people know what you're game is about and not getting into a situation where the players and your expectations are at odds. Or maybe there's a comprimise. </p><p> </p><p>Reading your style, the ideas that you use aren't a whole lot different than mine. The main difference might be the degree to which we develop the details. I certainly would have someone's sister show up and call a red dragon into town. The difference might be that the someone might then haul off and fireball the sister, and that's ok with me.</p></blockquote><p></p>
[QUOTE="gizmo33, post: 2234071, member: 30001"] People who play RPGs come in different varieties. Hack-and-slash, puzzle solving, role playing, politics, angst, etc (somewhere there should be a FAQ describing this). Some people prefer these in different proportions. IMO a game like DnD needs the events to center around something to gain or lose. That "something" can be a vorpal blade, or a long-lost relative. But not everybody likes the same thing in this case. In fact, most players I know would much prefer the vorpal blade. Now to some extent - who cares about what most players prefer? What's the point of DMing if you don't like the game that you play? Catering to the interests of 90% of RPGers isn't necessarily worth it. DMing is alot of work, might was well enjoy it. One time at a con, I played in a Pendragon game where the GM put us into a scenario where our knights were at a party and suppose to hobnob with some damsels. Out of 8 people, 7 of them were avoiding their damsel and combing the castle for something to kill. They were bored and the GM wasn't happy (from what I could tell). So do you want to please 90% of people with a style that you don't like, or 10% of people with one that you do? I guess if you go the 10% route you'll have to figure a way of letting people know what you're game is about and not getting into a situation where the players and your expectations are at odds. Or maybe there's a comprimise. Reading your style, the ideas that you use aren't a whole lot different than mine. The main difference might be the degree to which we develop the details. I certainly would have someone's sister show up and call a red dragon into town. The difference might be that the someone might then haul off and fireball the sister, and that's ok with me. [/QUOTE]
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