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<blockquote data-quote="Celebrim" data-source="post: 421077" data-attributes="member: 4937"><p>There are four things that I find equally challenging in running a campaign.</p><p></p><p>1) Finding a good set of players who are able and willing to meet regularly, who get along well, who aren't too rulish bookish and gamish, who aren't so Asperger that they can't participate socially, and who can RP.</p><p></p><p>2) Finding the time to write something that players like that will appreciate.</p><p></p><p>3) Thinking up good hooks to get a story going. Thinking up plots are pretty easy. Thinking up the beginnings of plots are pretty easy. What is really difficult is convincing a decent RPer that they really should involve themselves in something that really isn't obviously their affair (especially at low levels). Answering a PC's 'Why?' is often really difficult when that PC is constructed with a reasonable ammount of depth. Ultimately this problem became such a problem that I had to institute the 'You can't just create a deep character, you have to create a deep hero' rule. Even so, its still hard to introduce an adventure in some sort of natural manner. Coming up with a valid reason to go poking your head in some dark dangerous place that no one would really want to poke thier head into is tough.</p><p></p><p>4) Coming up with a twist in the plot that a set of highly intelligent, imaginative, intuitive, experienced, players won't see through immediately and will actually think of as fairly imaginitive and witty on my part.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 421077, member: 4937"] There are four things that I find equally challenging in running a campaign. 1) Finding a good set of players who are able and willing to meet regularly, who get along well, who aren't too rulish bookish and gamish, who aren't so Asperger that they can't participate socially, and who can RP. 2) Finding the time to write something that players like that will appreciate. 3) Thinking up good hooks to get a story going. Thinking up plots are pretty easy. Thinking up the beginnings of plots are pretty easy. What is really difficult is convincing a decent RPer that they really should involve themselves in something that really isn't obviously their affair (especially at low levels). Answering a PC's 'Why?' is often really difficult when that PC is constructed with a reasonable ammount of depth. Ultimately this problem became such a problem that I had to institute the 'You can't just create a deep character, you have to create a deep hero' rule. Even so, its still hard to introduce an adventure in some sort of natural manner. Coming up with a valid reason to go poking your head in some dark dangerous place that no one would really want to poke thier head into is tough. 4) Coming up with a twist in the plot that a set of highly intelligent, imaginative, intuitive, experienced, players won't see through immediately and will actually think of as fairly imaginitive and witty on my part. [/QUOTE]
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