Glyfair
Explorer
I was recently reading Mike Mearls' blog. The latest entry discusses the concept of "bangs" and "kickers" (terms the indie RPG crowd often uses that are drawn from the "Sorcerer" RPG). In the entry he makes a comment I found interesting:
Are your players like this or are your players the sort that will be "chased up burning trees"?
I have to check to see if the tables are something I can post (they refer to some 4e-specific rules), but there's another interesting lesson I learned from them. Players, especially D&D players, are risk averse. They don't want their characters to die. They'd rather find the safest way to get treasure and beat a villain. I think that if I used my "power" as DM to force interesting backgrounds on the players, they'd rebel. Most D&D players want a background that looks like this:
1. My character has no notable friends and family.
2. My character didn't have any major villains or real issues with anyone.
3. My character wants to... get some treasure?
These are all really safe, easy statements. There's nothing there that can pose a threat. It's exactly what the smart, no-risk gamer wants.
As DM, I don't want that. I want to chase the characters up burning trees. However, if I just toss them into a tree, I'll get resistance. That's railroading. It's not really interesting, because a GM can always just arbitrarily throw stuff at characters. Arbitrary is stupid and bad in games, because the fundamental promise of games (interaction! choices!) runs directly counter to it.
Are your players like this or are your players the sort that will be "chased up burning trees"?