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Beyond Old and New School - "The Secret That Was Lost"
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<blockquote data-quote="Lanefan" data-source="post: 6229628" data-attributes="member: 29398"><p>These are all part of a DM's bailiwick.</p><p>If I'm in a game where the DM wants to just tell me my backstory I'm cool with it. Then again, backstory isn't that important to me until the character has lasted long enough to become relevant, and by that time it's writing its own story within the game anyway.</p><p>Usually no.</p><p>Absolutely the DM can say this; you-as-character have no way of knowing the Orc had <em>Stoneskin</em> cast on him before he came out of the cave. The point of having the player roll the die is in part to show there's more to things than meet the eye.</p><p>Well, the "authority over spells" consists of a few random rolls...</p><p>Where I want the DM to at least have a vague background plot and-or history and-or storyboard for the campaign to run on, that the players via their characters can then interact with and change, tweak, whatever through their actions. Before my current campaign started, for example, I drew up a storyboard of what adventures I'd expect to be running as it went along and how they fit in with an overall story I'd halfway dreamed up. I've re-done it about 8 times since as things change, major hooks get ignored while trivialities get followed to the end, etc.; and while elements of the original overall story are still there it's going to all end up pretty different than what I originally thought.</p><p></p><p>Another thing to keep in mind is that if the DM gets stuck running a story/adventure/scene that she doesn't really want to run it's going to show, and make for a lesser game.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 6229628, member: 29398"] These are all part of a DM's bailiwick. If I'm in a game where the DM wants to just tell me my backstory I'm cool with it. Then again, backstory isn't that important to me until the character has lasted long enough to become relevant, and by that time it's writing its own story within the game anyway. Usually no. Absolutely the DM can say this; you-as-character have no way of knowing the Orc had [I]Stoneskin[/I] cast on him before he came out of the cave. The point of having the player roll the die is in part to show there's more to things than meet the eye. Well, the "authority over spells" consists of a few random rolls... Where I want the DM to at least have a vague background plot and-or history and-or storyboard for the campaign to run on, that the players via their characters can then interact with and change, tweak, whatever through their actions. Before my current campaign started, for example, I drew up a storyboard of what adventures I'd expect to be running as it went along and how they fit in with an overall story I'd halfway dreamed up. I've re-done it about 8 times since as things change, major hooks get ignored while trivialities get followed to the end, etc.; and while elements of the original overall story are still there it's going to all end up pretty different than what I originally thought. Another thing to keep in mind is that if the DM gets stuck running a story/adventure/scene that she doesn't really want to run it's going to show, and make for a lesser game. Lanefan [/QUOTE]
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Beyond Old and New School - "The Secret That Was Lost"
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