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<blockquote data-quote="Garthanos" data-source="post: 7066157" data-attributes="member: 82504"><p>I found that presenting place in society as an design option even early on had an impact on my players. They could be Nobles and Councilors and Justiciars and Ambassadors and Preists and their Bonded Guards (all within various governments/nations and organizations that had some world presense), ie once they were aware that pocket change wasnt really an issue, the motivations became of a different stripe, and this started back in AD&D so it wasnt the game system that had the impact, ofcourse I have only ever used modules as something to extract out of and usually the story is set around player motivations (freeing slaves, uniting their people with the outside world, finding a new master -- the latter: for that I am still an apprentice in Harry Potter style storyline ). I think people with a larger society to be apart of that is part of their own character concept do not have as much id-driven story.</p></blockquote><p></p>
[QUOTE="Garthanos, post: 7066157, member: 82504"] I found that presenting place in society as an design option even early on had an impact on my players. They could be Nobles and Councilors and Justiciars and Ambassadors and Preists and their Bonded Guards (all within various governments/nations and organizations that had some world presense), ie once they were aware that pocket change wasnt really an issue, the motivations became of a different stripe, and this started back in AD&D so it wasnt the game system that had the impact, ofcourse I have only ever used modules as something to extract out of and usually the story is set around player motivations (freeing slaves, uniting their people with the outside world, finding a new master -- the latter: for that I am still an apprentice in Harry Potter style storyline ). I think people with a larger society to be apart of that is part of their own character concept do not have as much id-driven story. [/QUOTE]
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