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<blockquote data-quote="Lanefan" data-source="post: 7267865" data-attributes="member: 29398"><p>Easy. That player (in character, I assume) wants to go to the tavern and see what happens...and is then expecting or assuming that the DM will have something of interest happen there to which he can react. In other words this is a reactive, not proactive, player (or character) who is looking for the DM to supply - well, not so much the story as he's not interested in that, but the day-to-day events and opponents and challenges for him to react to.</p><p></p><p>As DM, this would in theory be easy to handle - let him go to the tavern, have something happen there that ties into your story somehow (and brings him back to the party if they didn't just go with him in the first place) and go from there. The rest of the players can worry about the overarching story while this one player stays focussed on the in-the-moment view; and maybe over time some facet(s) of the larger picture might grab his attention and interest.</p><p></p><p>And I can kind of see that player's point. Sometimes it's fun to just deal with the day-to-day stuff and let whatever story that grows out of that just...happen, rather than trying to force something. </p><p></p><p>Before puck drop I'll tell people the basics of the game world, its history, the local cultures, etc. but other than the first adventure (for which I'll usually have something concrete in mind*) I can only guide the players/characters toward any storyline I might have in mind. It's a big world with lots of possible stories and overarching plots they can delve into; I can drop hooks all over the place but I can't (or shouldn't) force them into biting on any particular one.</p><p></p><p>For the current campaign I pretty much told them "We'll start with Keep on the Borderlands and see where it goes from there", and during 'Keep' I lobbed in a few hooks for other things. All the hooks were ignored in favour of going back to town and looking for adventures that needed doing, once the Keep was done; and so it took a bit longer to get any real story going.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7267865, member: 29398"] Easy. That player (in character, I assume) wants to go to the tavern and see what happens...and is then expecting or assuming that the DM will have something of interest happen there to which he can react. In other words this is a reactive, not proactive, player (or character) who is looking for the DM to supply - well, not so much the story as he's not interested in that, but the day-to-day events and opponents and challenges for him to react to. As DM, this would in theory be easy to handle - let him go to the tavern, have something happen there that ties into your story somehow (and brings him back to the party if they didn't just go with him in the first place) and go from there. The rest of the players can worry about the overarching story while this one player stays focussed on the in-the-moment view; and maybe over time some facet(s) of the larger picture might grab his attention and interest. And I can kind of see that player's point. Sometimes it's fun to just deal with the day-to-day stuff and let whatever story that grows out of that just...happen, rather than trying to force something. Before puck drop I'll tell people the basics of the game world, its history, the local cultures, etc. but other than the first adventure (for which I'll usually have something concrete in mind*) I can only guide the players/characters toward any storyline I might have in mind. It's a big world with lots of possible stories and overarching plots they can delve into; I can drop hooks all over the place but I can't (or shouldn't) force them into biting on any particular one. For the current campaign I pretty much told them "We'll start with Keep on the Borderlands and see where it goes from there", and during 'Keep' I lobbed in a few hooks for other things. All the hooks were ignored in favour of going back to town and looking for adventures that needed doing, once the Keep was done; and so it took a bit longer to get any real story going. Lanefan [/QUOTE]
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