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crime? what a rippoff!!
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<blockquote data-quote="funkysnunkulator" data-source="post: 3743990" data-attributes="member: 54963"><p>a little of both actually. we are a dm council of 12 we are paid by the players to develop compelling campaigns/worlds. so we do.</p><p></p><p>on of the steps we go through is at the beginning of each campaign. we collectively ask:</p><p></p><p>what can you (the player) not live without seeing/doing/meeting/fighting etc. each player gets one. they might say they want a certain monster, npc, city or whatever. or they might even lay down a plot point or twist. "we wanna be involved in this situation.....</p><p></p><p>during the campaign, we pay attention to everything (hence the large number of us). we never ever ever tell players "no". they may attempt ANYTHING. we get paid to provide logical and fun consequences and rewards. we have had parties abandon the current mission/campaign/situation and go off on a tangent when they see something interesting along the way. just like someone could do in real life.</p><p></p><p>thus we are very careful to create campaigns/worlds/situations that are fluid enough for such changes and yet coherent enough to withstand those changes.</p><p></p><p>and yes. a player did, as godzilla, destroy tokyo...</p></blockquote><p></p>
[QUOTE="funkysnunkulator, post: 3743990, member: 54963"] a little of both actually. we are a dm council of 12 we are paid by the players to develop compelling campaigns/worlds. so we do. on of the steps we go through is at the beginning of each campaign. we collectively ask: what can you (the player) not live without seeing/doing/meeting/fighting etc. each player gets one. they might say they want a certain monster, npc, city or whatever. or they might even lay down a plot point or twist. "we wanna be involved in this situation..... during the campaign, we pay attention to everything (hence the large number of us). we never ever ever tell players "no". they may attempt ANYTHING. we get paid to provide logical and fun consequences and rewards. we have had parties abandon the current mission/campaign/situation and go off on a tangent when they see something interesting along the way. just like someone could do in real life. thus we are very careful to create campaigns/worlds/situations that are fluid enough for such changes and yet coherent enough to withstand those changes. and yes. a player did, as godzilla, destroy tokyo... [/QUOTE]
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