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Do you hate wish-lists too?
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<blockquote data-quote="airwalkrr" data-source="post: 5708721" data-attributes="member: 12460"><p>Well, on the one hand, I feel wish-lists are incredibly meta and take away from the immersion of an RPG. On the other hand, some groups care diddly squat about immersion and role-playing and just want to knock some goblin heads. I prefer the former, but if I end up DMing a group that prefers the latter, I allow them to submit wishlists since it will help all of us have a good time. That doesn't necessarily mean I will give them what is on their wish lists. If I don't think it is appropriate, it doesn't find its way into the treasure. Still, I think player's deserve some input on what kind of treasure they'd like to see.</p><p></p><p>Think about it this way. As a DM, you come up with lots of ideas that you want to see put into play. You think about plots and places, nefarious NPCs and intriguing stories, and look for ways to integrate them into your game because you want to see how they play out. These plots, these places, these NPCs, they are your tools, your means of getting what you want out of the game. Well, players have a much more limited pool to draw from. At worst, they are limited to picking what race, class, and alignment to play. That might be enough for some players, but not most. Every player has looked fondly into the rule books at that one item that fascinated him and he imagined his character using that item. Maybe it was a holy avenger and he thought about how cool it would be to swing that bad baby around if he were a paladin. Players have a stake in the treasure too. It affects how much enjoyment they get out of the game. So if the player can the DM can find some common ground within a wishlist, I say why not? I don't encourage the type of wishlist where a player dictates each and every item his character is to receive, but one where the player says "This is a list of items I'd like to try out," and the DM says "Okay, these two look good so I'll include them as treasure."</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 5708721, member: 12460"] Well, on the one hand, I feel wish-lists are incredibly meta and take away from the immersion of an RPG. On the other hand, some groups care diddly squat about immersion and role-playing and just want to knock some goblin heads. I prefer the former, but if I end up DMing a group that prefers the latter, I allow them to submit wishlists since it will help all of us have a good time. That doesn't necessarily mean I will give them what is on their wish lists. If I don't think it is appropriate, it doesn't find its way into the treasure. Still, I think player's deserve some input on what kind of treasure they'd like to see. Think about it this way. As a DM, you come up with lots of ideas that you want to see put into play. You think about plots and places, nefarious NPCs and intriguing stories, and look for ways to integrate them into your game because you want to see how they play out. These plots, these places, these NPCs, they are your tools, your means of getting what you want out of the game. Well, players have a much more limited pool to draw from. At worst, they are limited to picking what race, class, and alignment to play. That might be enough for some players, but not most. Every player has looked fondly into the rule books at that one item that fascinated him and he imagined his character using that item. Maybe it was a holy avenger and he thought about how cool it would be to swing that bad baby around if he were a paladin. Players have a stake in the treasure too. It affects how much enjoyment they get out of the game. So if the player can the DM can find some common ground within a wishlist, I say why not? I don't encourage the type of wishlist where a player dictates each and every item his character is to receive, but one where the player says "This is a list of items I'd like to try out," and the DM says "Okay, these two look good so I'll include them as treasure." [/QUOTE]
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