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help! the sword needs to die!!!!!!
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<blockquote data-quote="Saeviomagy" data-source="post: 2342459" data-attributes="member: 5890"><p>"Oh, don't even bother, the DM will save us" as a routine part of plots has made for some of the worst games I have ever played in. Being "along for the ride" is not something I want to be doing when I'm out to play a roleplaying game. If I wanted that, I'd watch a DVD. At least then I can skip the boring bits where the director strokes his... ego.</p><p></p><p>In short - if the DM has a plan, I don't want to be told to sit back and enjoy the ride. I'm going to fight. I'm going to come up with plans. And if the DM has half a brain, he'll wait for a plan that he can twist to match up with his plotline ANYWAY. For instance:</p><p></p><p>Artificer: "Hah, sword. You cannot possess me in this specially prepared forge and now I shall destroy you!"</p><p></p><p>Sword: "Fool - there's only one way to destroy me, and you'll never find it! The only one who knew of it rests beneath a mountain! Muhhahahaha!".</p><p></p><p>Voila - the DM has re-railed his plot. The PC now knows that there's a way to destroy the sword, and that someone who is dead knows what it is. Alternately the sword could even slip up and outright TELL the PC how to destroy it, confident that he could never succeed at the task (ie - "Fool - I can only be destroyed in the hottest fires of the deepest layer of hell. The forge there is guarded by the strongest demons in all the universe! You'll never succeed! I'll force my next owner to dance on your grave! Muhhahahaa!")</p><p></p><p>But most importantly of all:</p><p></p><p>THE PC MATTERED. WHAT THE PC DID MADE A DIFFERENCE. It wasn't just the DM saying "and suddenly a stranger comes up to you and tells you you must go on a quest to destroy the magic artifact. When you attempt to question him, he disappears in a puff of cliche!!". The PC found out how to destroy the sword. He has a personal investment.</p><p></p><p></p><p></p><p>That only works if your last name is "the merciless" though...</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 2342459, member: 5890"] "Oh, don't even bother, the DM will save us" as a routine part of plots has made for some of the worst games I have ever played in. Being "along for the ride" is not something I want to be doing when I'm out to play a roleplaying game. If I wanted that, I'd watch a DVD. At least then I can skip the boring bits where the director strokes his... ego. In short - if the DM has a plan, I don't want to be told to sit back and enjoy the ride. I'm going to fight. I'm going to come up with plans. And if the DM has half a brain, he'll wait for a plan that he can twist to match up with his plotline ANYWAY. For instance: Artificer: "Hah, sword. You cannot possess me in this specially prepared forge and now I shall destroy you!" Sword: "Fool - there's only one way to destroy me, and you'll never find it! The only one who knew of it rests beneath a mountain! Muhhahahaha!". Voila - the DM has re-railed his plot. The PC now knows that there's a way to destroy the sword, and that someone who is dead knows what it is. Alternately the sword could even slip up and outright TELL the PC how to destroy it, confident that he could never succeed at the task (ie - "Fool - I can only be destroyed in the hottest fires of the deepest layer of hell. The forge there is guarded by the strongest demons in all the universe! You'll never succeed! I'll force my next owner to dance on your grave! Muhhahahaa!") But most importantly of all: THE PC MATTERED. WHAT THE PC DID MADE A DIFFERENCE. It wasn't just the DM saying "and suddenly a stranger comes up to you and tells you you must go on a quest to destroy the magic artifact. When you attempt to question him, he disappears in a puff of cliche!!". The PC found out how to destroy the sword. He has a personal investment. That only works if your last name is "the merciless" though... [/QUOTE]
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help! the sword needs to die!!!!!!
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