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Grounding Players in a Setting
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<blockquote data-quote="Fat Daddy" data-source="post: 3028630" data-attributes="member: 43560"><p>I quite agree with both of these ideas. It doesn't even have to be that a particular character sees how his actions change the world, as long as the player does. For instance, in a campaign I was in a few years ago, we had just finished up a huge campaign arc and were starting a new arc with new characters. Well, we visited a small little berg that our previous characters had saved from some minor threat when they were low level (I think 3 or 4). Imagine our surprise and pleasure when we see, smack dab in the middle of the town square, slightly larger than life size statues of our previous characters!!! We had a blast talking to the townsfolk and 'learning' about these legendary heroes. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /> </p><p>We knew that our actions affected the campaign world and it made us really think through some actions that may have just been glossed over before that. We were concerned about how our actions would affect the campaign world. </p><p>We have created organizations within the church hierarchy and fleshed out towns/cities that the DM's notes consisted mainly of a name and not much else. </p><p>Dang, I miss that campaign. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /> </p><p>But I'm rambling so I will sum up. I agree that allowing the players to <em>flesh out</em> the campaign world (in small ways) and making the world reactive to player actions (and inactions) are both great ways to make the players invested in the campaign world and care about what happens to it.</p></blockquote><p></p>
[QUOTE="Fat Daddy, post: 3028630, member: 43560"] I quite agree with both of these ideas. It doesn't even have to be that a particular character sees how his actions change the world, as long as the player does. For instance, in a campaign I was in a few years ago, we had just finished up a huge campaign arc and were starting a new arc with new characters. Well, we visited a small little berg that our previous characters had saved from some minor threat when they were low level (I think 3 or 4). Imagine our surprise and pleasure when we see, smack dab in the middle of the town square, slightly larger than life size statues of our previous characters!!! We had a blast talking to the townsfolk and 'learning' about these legendary heroes. :-) We knew that our actions affected the campaign world and it made us really think through some actions that may have just been glossed over before that. We were concerned about how our actions would affect the campaign world. We have created organizations within the church hierarchy and fleshed out towns/cities that the DM's notes consisted mainly of a name and not much else. Dang, I miss that campaign. :-) But I'm rambling so I will sum up. I agree that allowing the players to [i]flesh out[/i] the campaign world (in small ways) and making the world reactive to player actions (and inactions) are both great ways to make the players invested in the campaign world and care about what happens to it. [/QUOTE]
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