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Balancing "RP" and "G"
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<blockquote data-quote="swrushing" data-source="post: 2741501" data-attributes="member: 14140"><p></p></blockquote><p></p><p></p><p>Yup. my campaigns are all what you would describe as "about the PCs." </p><p>Heck, 905 or so of campaign design is done after i get the PCs and is "about them" when i run.</p><p></p><p>I don't run games about the NPCs (whether the NPCs are people, monsters or items.) The times i have seen GMs run games that were about NPCs, it really turned out the PCs were more or less along for the ride and seemed a lot less fun. now, thats possibly a lack on those specific Gms or maybe just a matter of preference as to wanting to be the star of the piece (one of them) or at least feeling like "its my story being told". </p><p></p><p></p><p>Why would they? Were they watching the previous party using scrying devices while they were being killed? Were the next set of heroes given a briefing? Did people even know the prior set of heroes died and how and that they didn't just give up somewhere along the way and head off doing something else?</p><p></p><p>I mean, i get that the players have all this knowledge, but is it common in your games for player knowledge to turn into character knowledge as a matter of course?</p><p></p><p>Why is it to you a default assumption that the second group of CHARACTERS knows this extra bit about the dangers involved?</p><p>[/QUOTE]</p>
[QUOTE="swrushing, post: 2741501, member: 14140"] [/QUOTE] Yup. my campaigns are all what you would describe as "about the PCs." Heck, 905 or so of campaign design is done after i get the PCs and is "about them" when i run. I don't run games about the NPCs (whether the NPCs are people, monsters or items.) The times i have seen GMs run games that were about NPCs, it really turned out the PCs were more or less along for the ride and seemed a lot less fun. now, thats possibly a lack on those specific Gms or maybe just a matter of preference as to wanting to be the star of the piece (one of them) or at least feeling like "its my story being told". Why would they? Were they watching the previous party using scrying devices while they were being killed? Were the next set of heroes given a briefing? Did people even know the prior set of heroes died and how and that they didn't just give up somewhere along the way and head off doing something else? I mean, i get that the players have all this knowledge, but is it common in your games for player knowledge to turn into character knowledge as a matter of course? Why is it to you a default assumption that the second group of CHARACTERS knows this extra bit about the dangers involved? [/QUOTE]
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