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GMs: Guiding Morals in GMing
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<blockquote data-quote="Composer99" data-source="post: 8981763" data-attributes="member: 7030042"><p>[USER=42582]@pemerton[/USER] I would say [USER=82106]@AbdulAlhazred[/USER] is pretty on point as regards published adventures for 5e. They run pretty trad, in the sense that <em>who the characters are</em> isn't very important for the scenario. For instance, I'm running Rise of Tiamat and unless I add content that's curated to pertain to the PC backgrounds, goals, and connections/relationships, there isn't really any there by default (barring anything developed in <em>Hoard of the Dragon Queen</em>, that is.) And it's fair to say that the rules for 5e <em>enable </em>neo-trad play without doing a very good job of <em>supporting</em> it.</p><p></p><p>Where I think there's a culture change between AD&D 2e and 5e, such that the latter tends to be played neo-trad, is how, especially in home games, <em>who the player characters are and what they want </em>is much more central to play.</p><p></p><p>A well-known example would be Critical Role campaign 2. The various plot threads, apart from the overall war arc, <em>specifically</em> revolve around the backstories and goals of the player characters (and in one case, covering for two players being away for several weeks on account of having a baby).</p><p></p><p>As a personal example, I started a game during the height of the covid pandemic wherein several player characters had mysteries in their backstories. This was a learning game for my son and a few other players new to D&D.</p><ul> <li data-xf-list-type="ul">my son's character was chasing a thief who had stolen a magical gemstone of great power</li> <li data-xf-list-type="ul">another character, a halfling foundling, was seeking her missing father/older brother figure</li> <li data-xf-list-type="ul">yet another character, an elf of somewhat unusual magical provenance, was out for revenge against attempted kidnappers</li> </ul><p></p><p>I decided to have an initial antagonist who brought these three lines of backstory together, a venal and corrupt noble who was collecting the gemstone (and other rare and magical curiosities - including people!). The missing father figure had gone off to protect another magical gemstone from suffering the same fate. (This was going to give the party a potential hook for future adventuring once they had stopped the noble; assuming they bit the hook, that is!)</p><p></p><p>Sadly, this particular game came to a screeching halt in the summer of 2021.</p><p></p><p>Now, "stop the bad guy from catching them all!" isn't the <em>most </em>individualised experience; on the other hand. if the character's backstories and goals had been different, I would have done something different. It was the specifics invented by the players that determined the initial shape of the campaign. That is, <em>who the characters are and what they want</em> was far more vital to this campaign than to, say, <em>Rise of Tiamat </em>- essential, even!</p></blockquote><p></p>
[QUOTE="Composer99, post: 8981763, member: 7030042"] [USER=42582]@pemerton[/USER] I would say [USER=82106]@AbdulAlhazred[/USER] is pretty on point as regards published adventures for 5e. They run pretty trad, in the sense that [I]who the characters are[/I] isn't very important for the scenario. For instance, I'm running Rise of Tiamat and unless I add content that's curated to pertain to the PC backgrounds, goals, and connections/relationships, there isn't really any there by default (barring anything developed in [I]Hoard of the Dragon Queen[/I], that is.) And it's fair to say that the rules for 5e [I]enable [/I]neo-trad play without doing a very good job of [I]supporting[/I] it. Where I think there's a culture change between AD&D 2e and 5e, such that the latter tends to be played neo-trad, is how, especially in home games, [I]who the player characters are and what they want [/I]is much more central to play. A well-known example would be Critical Role campaign 2. The various plot threads, apart from the overall war arc, [I]specifically[/I] revolve around the backstories and goals of the player characters (and in one case, covering for two players being away for several weeks on account of having a baby). As a personal example, I started a game during the height of the covid pandemic wherein several player characters had mysteries in their backstories. This was a learning game for my son and a few other players new to D&D. [LIST] [*]my son's character was chasing a thief who had stolen a magical gemstone of great power [*]another character, a halfling foundling, was seeking her missing father/older brother figure [*]yet another character, an elf of somewhat unusual magical provenance, was out for revenge against attempted kidnappers [/LIST] I decided to have an initial antagonist who brought these three lines of backstory together, a venal and corrupt noble who was collecting the gemstone (and other rare and magical curiosities - including people!). The missing father figure had gone off to protect another magical gemstone from suffering the same fate. (This was going to give the party a potential hook for future adventuring once they had stopped the noble; assuming they bit the hook, that is!) Sadly, this particular game came to a screeching halt in the summer of 2021. Now, "stop the bad guy from catching them all!" isn't the [I]most [/I]individualised experience; on the other hand. if the character's backstories and goals had been different, I would have done something different. It was the specifics invented by the players that determined the initial shape of the campaign. That is, [I]who the characters are and what they want[/I] was far more vital to this campaign than to, say, [I]Rise of Tiamat [/I]- essential, even! [/QUOTE]
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