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<blockquote data-quote="green slime" data-source="post: 4880417" data-attributes="member: 1325"><p>These days I try to focus on a couple of things:</p><p></p><p>I explain my expectations as a DM for the campaign I'm running.</p><p>I list the house rules, and motivate them. </p><p>I describe the campaign world in a two to three page blurb.</p><p></p><p>I ask the players to provide a description of the character they want to play, in non-gaming terms, prior to character creation. I ask specifically for the players to provide some motivation for their character, and to connect their character in some way to the campaign world, through associates, peers, organisations, family, etc. There is no character creation session: I don't want players feeling they didn't get to play the character they wanted to, because of peer pressure. If they are all tanks, that only becomes my problem, not theirs.</p><p></p><p>Together with the player, I try to make unique goals for each character, the achievement of which provides bonus story XP for the character. These goals of course can change over the course of the game. An example of such goals: Captain a ship. Turn Pirate. Free the Windward Isles.</p><p></p><p>These goals remain personal, and are up to the player as to how important and fervently they should be pursued. It is also up to the player to convince his fellow players how important they are, or whether they should be revealed at all. Furthermore, some of the other players' goals may be directly or indirectly counterproductive to their own. So blabbing about your piratical goal to free the windward isles may not go down too well with the faithful Imperial Knight.</p></blockquote><p></p>
[QUOTE="green slime, post: 4880417, member: 1325"] These days I try to focus on a couple of things: I explain my expectations as a DM for the campaign I'm running. I list the house rules, and motivate them. I describe the campaign world in a two to three page blurb. I ask the players to provide a description of the character they want to play, in non-gaming terms, prior to character creation. I ask specifically for the players to provide some motivation for their character, and to connect their character in some way to the campaign world, through associates, peers, organisations, family, etc. There is no character creation session: I don't want players feeling they didn't get to play the character they wanted to, because of peer pressure. If they are all tanks, that only becomes my problem, not theirs. Together with the player, I try to make unique goals for each character, the achievement of which provides bonus story XP for the character. These goals of course can change over the course of the game. An example of such goals: Captain a ship. Turn Pirate. Free the Windward Isles. These goals remain personal, and are up to the player as to how important and fervently they should be pursued. It is also up to the player to convince his fellow players how important they are, or whether they should be revealed at all. Furthermore, some of the other players' goals may be directly or indirectly counterproductive to their own. So blabbing about your piratical goal to free the windward isles may not go down too well with the faithful Imperial Knight. [/QUOTE]
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