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Character play vs Player play
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<blockquote data-quote="Majoru Oakheart" data-source="post: 6445664" data-attributes="member: 5143"><p>The thing is, you have no idea what the DM has planned. For all you know the city is going to explode during day 1. For all you know, a gate will open up and transport you to a different world. That's the nature of D&D. No idea what will happen.</p><p></p><p>I'm really not sure why it would drive you nuts. It's just part of the game. My character in one of our current games came from the city we started in. I had a couple of contacts and the DM gave me a little bit more power in town for the first session or two. Then we were sent into the wilderness looking for some relics and didn't come back to the city for nearly 3 months of real time(and about 2 months of in-game time).</p><p></p><p>None of my knowledge or contacts helped me navigate through the traps or enemies in the ancient temple we went to. None of them really factored into the game at all so far. When we got back to town, we immediately signed up to track down the Lost Crown of the country and went on a quest to track down an item that has been missing for hundreds of years. Since then, my contacts and knowledge of the city I was born in hasn't really come in handy once.</p><p></p><p></p><p>That might help...if the game was about the thieves guild and its activities. Though that is a particular kind of game with a lot of political intrigue. It would be fun to play now and then but certainly not something that can be expected. Most of the time those adventures aren't the best fit for a random collection of PCs made by the average group of players. You will often have the Paladin who wants to take apart the Thieves Guild and protect the citizens from evil in the same party as that Rogue. Which means the adventure can't really revolve around the Thieves Guild and their politics without alienating one of the players.</p><p></p><p>Almost all classes and archetypes can agree on stopping evil creatures and taking their stuff.</p><p></p><p></p><p>The world adventurer implies seeking adventure. Adventure is normally about discovering the unknown. I'm not saying that starting a gang war on the streets of the city or creating social change might not be fun. But it doesn't really qualify as "adventuring".</p><p></p><p></p><p>Why would you assume that? If the point of an adventure is that a cult that has been operating in secret for the last 1000 years wants to revive a god that is completely forgotten in the world...why would your character know absolutely anything about what is going on? I assume I know nothing. If the DM happens to say "Good news, this adventure takes place in the city you grew up in. Here's what you know that no one else does." then I'm happy that I get more information than other people. But I'm certainly not coming at it from a position of expecting I know things the others don't.</p><p></p><p></p><p>Not sure I understand what you mean. There IS a spectrum. But what you've described so far is extremely far on one side of the spectrum. Far more on the side of improv theatre than traditional RPGs.</p><p></p><p></p><p>Yes, reality is rather predictable most of the time. It often conforms to our expectations. Mostly because the real world is rather bland and predictable. When you go into a cave in real life...you expect it to be empty with nothing noteworthy inside. A D&D game(IMHO) is interesting precisely BECAUSE what you would expect to happen DOESN'T happen. In D&D, you walk into that cave and it might be the home of cultists or a being from another dimension, or the entire cave could be an illusion covering a hidden city. You don't know WHAT to expect.</p><p></p><p>I find D&D works best precisely when it DOESN'T conform to your expectations. Secrets, plot twists, the strange, the unexpected are all the order of the day. That's why I play D&D and not sit around discussing my day at work. My day at work is boring and predictable. Even before I open my mouth to start speaking any of my friends could tell you that I'm about to say that I answered some phone calls helped some people with technical problems then I went home.</p><p></p><p>When I suggest something, I WANT my DM to say "I know you were expecting that. But here's what happens instead."</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 6445664, member: 5143"] The thing is, you have no idea what the DM has planned. For all you know the city is going to explode during day 1. For all you know, a gate will open up and transport you to a different world. That's the nature of D&D. No idea what will happen. I'm really not sure why it would drive you nuts. It's just part of the game. My character in one of our current games came from the city we started in. I had a couple of contacts and the DM gave me a little bit more power in town for the first session or two. Then we were sent into the wilderness looking for some relics and didn't come back to the city for nearly 3 months of real time(and about 2 months of in-game time). None of my knowledge or contacts helped me navigate through the traps or enemies in the ancient temple we went to. None of them really factored into the game at all so far. When we got back to town, we immediately signed up to track down the Lost Crown of the country and went on a quest to track down an item that has been missing for hundreds of years. Since then, my contacts and knowledge of the city I was born in hasn't really come in handy once. That might help...if the game was about the thieves guild and its activities. Though that is a particular kind of game with a lot of political intrigue. It would be fun to play now and then but certainly not something that can be expected. Most of the time those adventures aren't the best fit for a random collection of PCs made by the average group of players. You will often have the Paladin who wants to take apart the Thieves Guild and protect the citizens from evil in the same party as that Rogue. Which means the adventure can't really revolve around the Thieves Guild and their politics without alienating one of the players. Almost all classes and archetypes can agree on stopping evil creatures and taking their stuff. The world adventurer implies seeking adventure. Adventure is normally about discovering the unknown. I'm not saying that starting a gang war on the streets of the city or creating social change might not be fun. But it doesn't really qualify as "adventuring". Why would you assume that? If the point of an adventure is that a cult that has been operating in secret for the last 1000 years wants to revive a god that is completely forgotten in the world...why would your character know absolutely anything about what is going on? I assume I know nothing. If the DM happens to say "Good news, this adventure takes place in the city you grew up in. Here's what you know that no one else does." then I'm happy that I get more information than other people. But I'm certainly not coming at it from a position of expecting I know things the others don't. Not sure I understand what you mean. There IS a spectrum. But what you've described so far is extremely far on one side of the spectrum. Far more on the side of improv theatre than traditional RPGs. Yes, reality is rather predictable most of the time. It often conforms to our expectations. Mostly because the real world is rather bland and predictable. When you go into a cave in real life...you expect it to be empty with nothing noteworthy inside. A D&D game(IMHO) is interesting precisely BECAUSE what you would expect to happen DOESN'T happen. In D&D, you walk into that cave and it might be the home of cultists or a being from another dimension, or the entire cave could be an illusion covering a hidden city. You don't know WHAT to expect. I find D&D works best precisely when it DOESN'T conform to your expectations. Secrets, plot twists, the strange, the unexpected are all the order of the day. That's why I play D&D and not sit around discussing my day at work. My day at work is boring and predictable. Even before I open my mouth to start speaking any of my friends could tell you that I'm about to say that I answered some phone calls helped some people with technical problems then I went home. When I suggest something, I WANT my DM to say "I know you were expecting that. But here's what happens instead." [/QUOTE]
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