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"Campaign..meh, but I like my character"
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<blockquote data-quote="Thornir Alekeg" data-source="post: 3415171" data-attributes="member: 15651"><p>I love Henry's idea of letting the players define the town they come from (maybe only neighborhood/district if from a city). That is being yoinked if I ever get back to DMing.</p><p></p><p>The hard part is when you have a mix of players in a group. My old group had eight players. Four gave me great material to use in working them into the world. The other four gave me characters who were defined by their stats and weapons and that was pretty much it. This wasn't only background info, it was also things during the campaign that defined their characters as more than a set of die rolls in combat.</p><p></p><p>A few months into the campaign a couple of the latter four complained to me that all the interesting things were related to the characters of the first four. I explained that if they gave me a little something to work with I would be able to involve them a little more. All I got back was what PrCs or magic items they wanted. </p><p></p><p>What I noticed about myself as DM was that I had a great time weaving personal details of those first four into the campaign. The flip side was I agonized over trying to find ways to invest the others in the game. I knew I was playing favorites and it bothered me. </p><p></p><p>When three of the first four players moved away, I lost interest in keeping the campaign running as did the player of the last "character with character" since he enjoyed interacting with other characters as much as or more than with NPCs, but the remaining players just didn't play along enough to suit him.</p></blockquote><p></p>
[QUOTE="Thornir Alekeg, post: 3415171, member: 15651"] I love Henry's idea of letting the players define the town they come from (maybe only neighborhood/district if from a city). That is being yoinked if I ever get back to DMing. The hard part is when you have a mix of players in a group. My old group had eight players. Four gave me great material to use in working them into the world. The other four gave me characters who were defined by their stats and weapons and that was pretty much it. This wasn't only background info, it was also things during the campaign that defined their characters as more than a set of die rolls in combat. A few months into the campaign a couple of the latter four complained to me that all the interesting things were related to the characters of the first four. I explained that if they gave me a little something to work with I would be able to involve them a little more. All I got back was what PrCs or magic items they wanted. What I noticed about myself as DM was that I had a great time weaving personal details of those first four into the campaign. The flip side was I agonized over trying to find ways to invest the others in the game. I knew I was playing favorites and it bothered me. When three of the first four players moved away, I lost interest in keeping the campaign running as did the player of the last "character with character" since he enjoyed interacting with other characters as much as or more than with NPCs, but the remaining players just didn't play along enough to suit him. [/QUOTE]
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