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DM's forfeit power
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<blockquote data-quote="I'm A Banana" data-source="post: 3022775" data-attributes="member: 2067"><p>Organic growth is not always an issue of DM control.</p><p></p><p>For instance, in FFZ, I have a system for awarding treasure and abilities based on the encounters you face and the style of the campaign (which are in the hands of the GM). You can't always say with certainty that you'll have access to power X, Y, and Z....the adventure may lead you down a totally different path. The GM is encouraged to take your thoughts into consideration, but ultimately, even if he does that, you will get an intersting mesh of abilities and treasure.</p><p></p><p>For instance, the GM is playing a campaign centered around undead. You play a druid-like ecologist who rejects them as unnatural. The game becomes about the power of the earth and environment to expell the unnatural abominations that are the undead. You gain powers to fight the undead with nature (rather than powers to, say, talk with animals and turn into them). You become the cold grasp of the grave and the warm embrace of mother earth as themes of life and death come up in the course of the game. </p><p></p><p>This means that growth is very organic -- you don't get an ability unless there is a reason behind it -- but also doesn't require a lot of heavy-handed GM control. The system for generating rewards takes it into account -- the players could roll randomly themselves, if you wanted. </p><p></p><p>And it came from a videogame.</p><p></p><p>So <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 3022775, member: 2067"] Organic growth is not always an issue of DM control. For instance, in FFZ, I have a system for awarding treasure and abilities based on the encounters you face and the style of the campaign (which are in the hands of the GM). You can't always say with certainty that you'll have access to power X, Y, and Z....the adventure may lead you down a totally different path. The GM is encouraged to take your thoughts into consideration, but ultimately, even if he does that, you will get an intersting mesh of abilities and treasure. For instance, the GM is playing a campaign centered around undead. You play a druid-like ecologist who rejects them as unnatural. The game becomes about the power of the earth and environment to expell the unnatural abominations that are the undead. You gain powers to fight the undead with nature (rather than powers to, say, talk with animals and turn into them). You become the cold grasp of the grave and the warm embrace of mother earth as themes of life and death come up in the course of the game. This means that growth is very organic -- you don't get an ability unless there is a reason behind it -- but also doesn't require a lot of heavy-handed GM control. The system for generating rewards takes it into account -- the players could roll randomly themselves, if you wanted. And it came from a videogame. So :p [/QUOTE]
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