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Excerpt: You and Your Magic Items
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<blockquote data-quote="Aria Silverhands" data-source="post: 4225703" data-attributes="member: 66086"><p>The core of the campaign is mine. I create the majority of it. It's mine and my own. Players can heavily influence what happens in game through their decisions however. I had a campaign where evil won, because the player's made a string of bad decisions after bad decisions with some absolutely horrible rolling. The paladin, leader of the party, who was rp'd by a very charismatic person... turned at a key moment. It was completely justified in character and I didn't stop it despite the fact that it drastically altered what the campaign became. The fellowship was sundered, the guild shattered, and the Coalition of Light crumbled. The pc's became npc's who fled into the far reaches of the world, hiding from their former ally. I spent a week writing up a short story to cover what happened after that and where the next campaign began. With descendants of the original group, including the daughter of the betrayer.</p><p></p><p>I allow the players to help tell the story, but the story has to be within the setting. Finding players capable of that level of shared storytelling though is damned hard and I hate when I have to let them go for whatever reasons.</p><p></p><p></p><p>Unfortunately for me, the three groups I've dm'd for like that have all gone their separate ways over the years and finding reliable players online always seems like such a chore.</p></blockquote><p></p>
[QUOTE="Aria Silverhands, post: 4225703, member: 66086"] The core of the campaign is mine. I create the majority of it. It's mine and my own. Players can heavily influence what happens in game through their decisions however. I had a campaign where evil won, because the player's made a string of bad decisions after bad decisions with some absolutely horrible rolling. The paladin, leader of the party, who was rp'd by a very charismatic person... turned at a key moment. It was completely justified in character and I didn't stop it despite the fact that it drastically altered what the campaign became. The fellowship was sundered, the guild shattered, and the Coalition of Light crumbled. The pc's became npc's who fled into the far reaches of the world, hiding from their former ally. I spent a week writing up a short story to cover what happened after that and where the next campaign began. With descendants of the original group, including the daughter of the betrayer. I allow the players to help tell the story, but the story has to be within the setting. Finding players capable of that level of shared storytelling though is damned hard and I hate when I have to let them go for whatever reasons. Unfortunately for me, the three groups I've dm'd for like that have all gone their separate ways over the years and finding reliable players online always seems like such a chore. [/QUOTE]
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