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DMs: Are you a "plot-nazi"?
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<blockquote data-quote="Celebrim" data-source="post: 272925" data-attributes="member: 4937"><p>I think it is a matter of whether the <em> players </em> are 'lawful' or 'chaotic'. D&D players seem to divide generally into two groups. The 'lawful' group believes that their characters (of any alignment) are motivated strongly for some reason to adventure, and thus, if you provide any reasonable hook, the party or player willingly goes along with it. Rescue the damsel in distress. Slay the maruading dragon. Liberate the slaves. Find the lost keen sword of brutal slaying in the catacombs of doom. Whatever. Sometimes I think they take this to a silly degree, but I don't mind too much if they bite my lame retread hook when I can't think of a better one. And it doesn't really matter whether you are dealing with roleplayers or power gamers. With roleplayers you just have to provide more 'emotional' and 'personal' hooks, and they are fine with it and happy to be 'rail roaded' (so long as you role play back). </p><p></p><p>On the other hand, there are 'chaotic' gamers who feel strongly motivated to resist whatever the DM desires because whatever the DM desires is probably dangerous and bad for thier character. Thus, which ever way the DM hooks, run the other way. Never ever ever take a job or involve yourself in someone else's affairs. Instead, look around at the environment for whatever looks like it might be the easiest thing to roll and loot it. They do this whatever the alignment of the character (and sometimes manage to concoct elaborate motivations for why thier character does whatever). The reason that anything (I gather) that anything you do on the fly is going to be easier than anything that you are well prepared for. Oddly, this is also true no matter whether you are dealing with roleplayers or powergamers. Role players simply claim that they are excercizing thier personel freedom or acting in a chaotic fashion that matches thier alignment. 'Chaotic' gamers detest anything that remotely resembles rail roading, including I find, the logical results of thier own often ludricrous activity and generally have an adversarial relationship with the DM and sometimes with the other players.</p><p></p><p>Most of my players have been of the lawful sort, and are just happy to adventure and be a part of a story. Eventually, potent characters get more and more freedom to create the story and often by this point PC actions are driving the story and altering the local campaign setting.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 272925, member: 4937"] I think it is a matter of whether the [i] players [/i] are 'lawful' or 'chaotic'. D&D players seem to divide generally into two groups. The 'lawful' group believes that their characters (of any alignment) are motivated strongly for some reason to adventure, and thus, if you provide any reasonable hook, the party or player willingly goes along with it. Rescue the damsel in distress. Slay the maruading dragon. Liberate the slaves. Find the lost keen sword of brutal slaying in the catacombs of doom. Whatever. Sometimes I think they take this to a silly degree, but I don't mind too much if they bite my lame retread hook when I can't think of a better one. And it doesn't really matter whether you are dealing with roleplayers or power gamers. With roleplayers you just have to provide more 'emotional' and 'personal' hooks, and they are fine with it and happy to be 'rail roaded' (so long as you role play back). On the other hand, there are 'chaotic' gamers who feel strongly motivated to resist whatever the DM desires because whatever the DM desires is probably dangerous and bad for thier character. Thus, which ever way the DM hooks, run the other way. Never ever ever take a job or involve yourself in someone else's affairs. Instead, look around at the environment for whatever looks like it might be the easiest thing to roll and loot it. They do this whatever the alignment of the character (and sometimes manage to concoct elaborate motivations for why thier character does whatever). The reason that anything (I gather) that anything you do on the fly is going to be easier than anything that you are well prepared for. Oddly, this is also true no matter whether you are dealing with roleplayers or powergamers. Role players simply claim that they are excercizing thier personel freedom or acting in a chaotic fashion that matches thier alignment. 'Chaotic' gamers detest anything that remotely resembles rail roading, including I find, the logical results of thier own often ludricrous activity and generally have an adversarial relationship with the DM and sometimes with the other players. Most of my players have been of the lawful sort, and are just happy to adventure and be a part of a story. Eventually, potent characters get more and more freedom to create the story and often by this point PC actions are driving the story and altering the local campaign setting. [/QUOTE]
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