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<blockquote data-quote="Celtavian" data-source="post: 6629728" data-attributes="member: 5834"><p>It will work if your players are willing to go along with it. If you force a scenario on players that aren't interested in what you're trying to do, they may sabotage your campaign by making choices that don't go in the direction you want them to go in. That's always a danger when a DM attempts to design a scenario as linear as you want yours to be. I would ask the players if they enjoy the type of campaign you plan to run. DMs should always inform the players of the type of adventure they intend to run allowing them to create appropriate backgrounds and create characters that fit the flavor of the campaign. It also allows the DM to determine if he should go forward with the adventure or find something else to run. If you don't have buy in from the players, you'll lose their interest early and often. They may even have reservations about you DMing in the future. </p><p></p><p>D&D adventures are a cooperative fiction. It requires a willingness by the DM and the players to make the adventure a success. You should always talk it over before going forward. You don't have to tell them all the details. You should be able to give them enough information to know if it sounds interesting. You might ask them, "Do you want to play vampires in a horror campaign? Something like the anime Hellsing?" If they seem interested, you go forward. If they tell you it doesn't interest them, you may have to go back to the drawing board. Regardless you should always feel out your players before going forward with an adventure.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6629728, member: 5834"] It will work if your players are willing to go along with it. If you force a scenario on players that aren't interested in what you're trying to do, they may sabotage your campaign by making choices that don't go in the direction you want them to go in. That's always a danger when a DM attempts to design a scenario as linear as you want yours to be. I would ask the players if they enjoy the type of campaign you plan to run. DMs should always inform the players of the type of adventure they intend to run allowing them to create appropriate backgrounds and create characters that fit the flavor of the campaign. It also allows the DM to determine if he should go forward with the adventure or find something else to run. If you don't have buy in from the players, you'll lose their interest early and often. They may even have reservations about you DMing in the future. D&D adventures are a cooperative fiction. It requires a willingness by the DM and the players to make the adventure a success. You should always talk it over before going forward. You don't have to tell them all the details. You should be able to give them enough information to know if it sounds interesting. You might ask them, "Do you want to play vampires in a horror campaign? Something like the anime Hellsing?" If they seem interested, you go forward. If they tell you it doesn't interest them, you may have to go back to the drawing board. Regardless you should always feel out your players before going forward with an adventure. [/QUOTE]
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