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<blockquote data-quote="Majoru Oakheart" data-source="post: 4256055" data-attributes="member: 5143"><p>I've had bad experiences with those sorts of campaigns. When the campaigns went nowhere fast because the DM was waiting for us to come up with the plot and we were waiting for him to come up with the plot. He wanted us to amuse him, while we waited for something interesting to happen worth reacting to. End resullt: Sitting in a tavern talking to each other for 3 hours of real time. Mostly making out of character jokes cause we couldn't find anything interesting in the game world to do other than drink our beers.</p><p></p><p></p><p>I don't want to know exactly how the story will go. I want to give the players choice to move around within the story somewhat in order to see what happens.</p><p></p><p>I mean, I want the story to proceed to the next part, but I don't want to know exactly how it will happen. I know the PCs are eventually going to figure out that the Butler did it...but I want them to tell me how they do it. I know eventually the Evil Wizard will be brought to his knees and that the PCs will be the ones to defeat him, but I don't know if they are going to do it by attacking his tower directly or sneaking in through the back while invisible or knocking on the door disguised as girl guides.</p><p></p><p>It's that sort of thing that keeps me entertained.</p><p></p><p></p><p></p><p>I really have a distaste for these sort of things. Partially because it annoys me as a player to screw up on something I'm really good at simply because the DM thought it would be a good idea.</p><p></p><p>I like knowing that I'm a master brewer, best in the land. I've spend years practicing my craft. That's my character. I've had too many DMs who have decided that a d20 roll should decide the fate of almost everything. I may be the best brewer in the land, I make enough beer for 500 tankards a day without screwing it up for 15 years, but as soon as I'm making beer for the king, then anything less than an 11 will be rather bland, and 5% of the time I'll suddenly screw up bad enough to poison him.</p><p></p><p>Sure, it'll be funny and the other players will laugh. Likely at me for screwing up the roll. I'll have to be reminded of it over and over as that time I poisoned the king. It might even be fun for them. Not for me. I wanted to succeed.</p><p></p><p>And that's exactly why I don't like them as a DM either. Unexpected things happens can derail what I was planning. When I'm planning to have the Kind assassinated as part of the plotline, because I made up the stats for the assassins, the guards, and the mind flayer who mind controlled the assassin's to do it, I don't want to have a random die roll suddenly cause the King to duck at the right moment and make me throw away all the monsters I rolled up and come up with a new plot on the fly.</p><p></p><p>I want the players actions to be unpredictable...I don't want the rest of the world to be.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 4256055, member: 5143"] I've had bad experiences with those sorts of campaigns. When the campaigns went nowhere fast because the DM was waiting for us to come up with the plot and we were waiting for him to come up with the plot. He wanted us to amuse him, while we waited for something interesting to happen worth reacting to. End resullt: Sitting in a tavern talking to each other for 3 hours of real time. Mostly making out of character jokes cause we couldn't find anything interesting in the game world to do other than drink our beers. I don't want to know exactly how the story will go. I want to give the players choice to move around within the story somewhat in order to see what happens. I mean, I want the story to proceed to the next part, but I don't want to know exactly how it will happen. I know the PCs are eventually going to figure out that the Butler did it...but I want them to tell me how they do it. I know eventually the Evil Wizard will be brought to his knees and that the PCs will be the ones to defeat him, but I don't know if they are going to do it by attacking his tower directly or sneaking in through the back while invisible or knocking on the door disguised as girl guides. It's that sort of thing that keeps me entertained. I really have a distaste for these sort of things. Partially because it annoys me as a player to screw up on something I'm really good at simply because the DM thought it would be a good idea. I like knowing that I'm a master brewer, best in the land. I've spend years practicing my craft. That's my character. I've had too many DMs who have decided that a d20 roll should decide the fate of almost everything. I may be the best brewer in the land, I make enough beer for 500 tankards a day without screwing it up for 15 years, but as soon as I'm making beer for the king, then anything less than an 11 will be rather bland, and 5% of the time I'll suddenly screw up bad enough to poison him. Sure, it'll be funny and the other players will laugh. Likely at me for screwing up the roll. I'll have to be reminded of it over and over as that time I poisoned the king. It might even be fun for them. Not for me. I wanted to succeed. And that's exactly why I don't like them as a DM either. Unexpected things happens can derail what I was planning. When I'm planning to have the Kind assassinated as part of the plotline, because I made up the stats for the assassins, the guards, and the mind flayer who mind controlled the assassin's to do it, I don't want to have a random die roll suddenly cause the King to duck at the right moment and make me throw away all the monsters I rolled up and come up with a new plot on the fly. I want the players actions to be unpredictable...I don't want the rest of the world to be. [/QUOTE]
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