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DM Says No Powergaming?
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<blockquote data-quote="MNblockhead" data-source="post: 8872174" data-attributes="member: 6796661"><p>My challenge as a DM is not designing adventures and campaigns around any one of those examples, it is why are these characters all doing this together? Generally, the best way to resolve this is to ask the players to come up with how and why they came together and help contribute to some of the world building. The only WotC adventure I ran was Curse of Strahd, which made it easy. You all got sucked into this demiplane. You, as a group of outsiders have to figure out how to survive in it and get home. </p><p></p><p>Another trope is that you the party is brought together by some patron to fulfill some goal that is also in all of their interests. One thing I like to do is have a campaign where it is assume that there are fairly long periods between quests. After a quest, each character is off doing whatever makes sense for that character and then a day comes when a need or opportunity arises to bring the party back together. Part of the role playing can be convincing the Wizard that it is in his or her interest (or the moral imperative is not strong enough to sway the decision).</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 8872174, member: 6796661"] My challenge as a DM is not designing adventures and campaigns around any one of those examples, it is why are these characters all doing this together? Generally, the best way to resolve this is to ask the players to come up with how and why they came together and help contribute to some of the world building. The only WotC adventure I ran was Curse of Strahd, which made it easy. You all got sucked into this demiplane. You, as a group of outsiders have to figure out how to survive in it and get home. Another trope is that you the party is brought together by some patron to fulfill some goal that is also in all of their interests. One thing I like to do is have a campaign where it is assume that there are fairly long periods between quests. After a quest, each character is off doing whatever makes sense for that character and then a day comes when a need or opportunity arises to bring the party back together. Part of the role playing can be convincing the Wizard that it is in his or her interest (or the moral imperative is not strong enough to sway the decision). [/QUOTE]
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DM Says No Powergaming?
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