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General Tabletop Discussion
*Dungeons & Dragons
Does a campaign world need to exist beyond what the characters interact with?
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<blockquote data-quote="Mort" data-source="post: 8821020" data-attributes="member: 762"><p>I've found it's much more about the DM and their comfort with responding to situations/experience than it is about whether they've prepped or are ad libbing. Just because something is "written down" or prepped doesn't mean the DM will be able to respond to curve balls well - that's the kind of thing that usually comes with experience.</p><p></p><p></p><p></p><p>Generally, things work more smoothly when players find and stick with the DMs proffered plot hooks. If they constantly veer off in random directions, doing random things not related to anything the DM has put forward, there is little room to complain when things they encounter come off as half baked!</p><p></p><p></p><p></p><p>That kind of player would irritate most groups, not just the DMs of those groups. If I set up a campaign based in Balder's Gate, have prepped Balder's Gate with plot hooks etc. 3 of the 4 characters are exploring the city and #4 decides 10 minutes in that Baldur's Gate is boring, I'm going hop the next caravan or ship to Candle Keep! The DM is perfectly within his rights to say "OK #4 the rest of the group is exploring Baldur's Gate, Rexnar can hop the caravan to Candle Keep sure, he's out of the current set of adventures for now - you can pick him back up if/when the group ever makes it to Candle Keep. How about you roll up a new PC that has some motivation to stay in the city/with the group?"</p></blockquote><p></p>
[QUOTE="Mort, post: 8821020, member: 762"] I've found it's much more about the DM and their comfort with responding to situations/experience than it is about whether they've prepped or are ad libbing. Just because something is "written down" or prepped doesn't mean the DM will be able to respond to curve balls well - that's the kind of thing that usually comes with experience. Generally, things work more smoothly when players find and stick with the DMs proffered plot hooks. If they constantly veer off in random directions, doing random things not related to anything the DM has put forward, there is little room to complain when things they encounter come off as half baked! That kind of player would irritate most groups, not just the DMs of those groups. If I set up a campaign based in Balder's Gate, have prepped Balder's Gate with plot hooks etc. 3 of the 4 characters are exploring the city and #4 decides 10 minutes in that Baldur's Gate is boring, I'm going hop the next caravan or ship to Candle Keep! The DM is perfectly within his rights to say "OK #4 the rest of the group is exploring Baldur's Gate, Rexnar can hop the caravan to Candle Keep sure, he's out of the current set of adventures for now - you can pick him back up if/when the group ever makes it to Candle Keep. How about you roll up a new PC that has some motivation to stay in the city/with the group?" [/QUOTE]
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Does a campaign world need to exist beyond what the characters interact with?
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