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Do I Have To Have Players?
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<blockquote data-quote="Laurefindel" data-source="post: 8767923" data-attributes="member: 67296"><p>Sometimes, although not to that degree. I used to however.</p><p></p><p>I've been doing this for a while now and I came to trust my players that they won't wreck my campaign for the sake of wrecking it, and that when I tell them what kind of campaign it is in the first place, they tend to make characters that fit the campaign and take decisions that match my expectations. It is facilitated by the fact that I keep to small groups however, which makes my game and the player's more agile.</p><p></p><p>I've also learn to love the curve balls that my players throw at me once in a while. So in a very Bob Ross way, I like to turn these "happy mistakes" into my advantage and pretend that was the plan all along ("it will be our little secret"). Or else it genuinely forces me to rethink the campaign (or segment) and oftentimes, I end up preferring it to the original idea.</p><p></p><p>In my last campaign, the PCs managed to save the NPC at the end of the first act and prevent him from becoming one of the main villains in the process. In retrospect, the story was made better and the players had a real feeling of acomplishement. I call that a win-win.</p></blockquote><p></p>
[QUOTE="Laurefindel, post: 8767923, member: 67296"] Sometimes, although not to that degree. I used to however. I've been doing this for a while now and I came to trust my players that they won't wreck my campaign for the sake of wrecking it, and that when I tell them what kind of campaign it is in the first place, they tend to make characters that fit the campaign and take decisions that match my expectations. It is facilitated by the fact that I keep to small groups however, which makes my game and the player's more agile. I've also learn to love the curve balls that my players throw at me once in a while. So in a very Bob Ross way, I like to turn these "happy mistakes" into my advantage and pretend that was the plan all along ("it will be our little secret"). Or else it genuinely forces me to rethink the campaign (or segment) and oftentimes, I end up preferring it to the original idea. In my last campaign, the PCs managed to save the NPC at the end of the first act and prevent him from becoming one of the main villains in the process. In retrospect, the story was made better and the players had a real feeling of acomplishement. I call that a win-win. [/QUOTE]
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