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<blockquote data-quote="Ilbranteloth" data-source="post: 7266349" data-attributes="member: 6778044"><p>I agree with most of these.</p><p></p><p>I'm ambivalent about plot armor. I can adjust to the player's style, and if their expectation is that they will be playing this character for the whole campaign, I won't get uptight about it. It's rare that I end up having to "plot" a campaign, but I've had a few groups that preferred a more epic story feel than my usual approach, and every once and a while it's fun to run that type of thing. Now everybody has at least 3 characters, and I fully expect that death will be a common occurrence in such a dangerous occupation.</p><p></p><p>The same ends up applying to the players reading/taking notes, etc. I've never really had a problem with them reading, actually. It's more that they don't take notes. So I provide more written things, and there will be more knowledge checks and such to determine how much to fill in their memory gaps. Otherwise they just have to stumble along. It's not usually a problem, but it has come up.</p><p></p><p>I agree with the loners, but go a bit farther. It's very important to me that the characters are grounded in the world. They can be orphans, but everybody has things they care about, goals, etc. There's still a few "my family is dead and I moved hundreds of miles from home" characters, but for the most part those don't exist in my campaign much anymore. But because of the nature of the campaign, the players like to be tied to things more than that anyway.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7266349, member: 6778044"] I agree with most of these. I'm ambivalent about plot armor. I can adjust to the player's style, and if their expectation is that they will be playing this character for the whole campaign, I won't get uptight about it. It's rare that I end up having to "plot" a campaign, but I've had a few groups that preferred a more epic story feel than my usual approach, and every once and a while it's fun to run that type of thing. Now everybody has at least 3 characters, and I fully expect that death will be a common occurrence in such a dangerous occupation. The same ends up applying to the players reading/taking notes, etc. I've never really had a problem with them reading, actually. It's more that they don't take notes. So I provide more written things, and there will be more knowledge checks and such to determine how much to fill in their memory gaps. Otherwise they just have to stumble along. It's not usually a problem, but it has come up. I agree with the loners, but go a bit farther. It's very important to me that the characters are grounded in the world. They can be orphans, but everybody has things they care about, goals, etc. There's still a few "my family is dead and I moved hundreds of miles from home" characters, but for the most part those don't exist in my campaign much anymore. But because of the nature of the campaign, the players like to be tied to things more than that anyway. [/QUOTE]
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