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<blockquote data-quote="Imaculata" data-source="post: 8164834" data-attributes="member: 6801286"><p>To me the problem is two fold:</p><p></p><p>First and fore most, I want to be the soul author of the setting. I don't like players doing my work for me, because what they come up with may not be as good as what I'd come up with. I never asked the player to do this. No one did. So it was an unwelcome addition.</p><p></p><p>But another reason, is that because he pushed these npc's into my campaign, he now also expected me to run these characters that he came up with. I run a homebrew campaign for a good reason; I don't like running other people's stories and characters, which is what this was. I want to retain ownership, because I have a special bond with the characters I come up with... not with the characters HE comes up with. And the other players had the same problem with it.</p><p></p><p>Running an npc that I created myself, means that I can weave them into the narrative with ease, and gradually reveal elements about them (and their role in the plot) to the players. Running someone elses characters in my plot, is a whole different story. I have to memorize their names, which is difficult, because I have certain rules that I adhere to when naming my npc's. I also have to memorize their backstory and personality, which is also difficult, since I did not create them. I do not have the same bond with them, as I have with characters I wrote myself.</p><p></p><p>What made it worse, is that he would then want to interact explicitly with these characters, and expect me to play them; Npc's that I specifically sidelined so they would not be involved in the plot. There are already plenty of characters for the players to interact with. I deliberately limit the amount of names my players need to memorize, by having only a few npc's take an active role in the story. Not every npc needs a name and a backstory, especially if the players are not meant to interact with them.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 8164834, member: 6801286"] To me the problem is two fold: First and fore most, I want to be the soul author of the setting. I don't like players doing my work for me, because what they come up with may not be as good as what I'd come up with. I never asked the player to do this. No one did. So it was an unwelcome addition. But another reason, is that because he pushed these npc's into my campaign, he now also expected me to run these characters that he came up with. I run a homebrew campaign for a good reason; I don't like running other people's stories and characters, which is what this was. I want to retain ownership, because I have a special bond with the characters I come up with... not with the characters HE comes up with. And the other players had the same problem with it. Running an npc that I created myself, means that I can weave them into the narrative with ease, and gradually reveal elements about them (and their role in the plot) to the players. Running someone elses characters in my plot, is a whole different story. I have to memorize their names, which is difficult, because I have certain rules that I adhere to when naming my npc's. I also have to memorize their backstory and personality, which is also difficult, since I did not create them. I do not have the same bond with them, as I have with characters I wrote myself. What made it worse, is that he would then want to interact explicitly with these characters, and expect me to play them; Npc's that I specifically sidelined so they would not be involved in the plot. There are already plenty of characters for the players to interact with. I deliberately limit the amount of names my players need to memorize, by having only a few npc's take an active role in the story. Not every npc needs a name and a backstory, especially if the players are not meant to interact with them. [/QUOTE]
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