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Hey! You got a quibble in my prophecy!
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<blockquote data-quote="Heathen72" data-source="post: 5493361" data-attributes="member: 7029"><p>Really? </p><p></p><p>Wow. I don't think that is telling them that at all. A player with some sort of persecution complex might <em>feel</em> that way, I suppose, or one who had a lawyer at the table demanding that everything in the campaign world revolve around the players and their capabilities, <em>all of the time</em> might. I don't imagine I would enjoy running a game for players like that, though, and vice versa, no doubt. </p><p></p><p>Not every situation is so extreme, of course, and naturally negotiation is key, but if players came into my game expecting that the nature and history of the campaign needed to conform to their "character gen choices" they might find their "character gen options" somewhat limited. I like Greek myth, so I imagine that I would have to insist that they <em>all</em> play characters with ridiculously high strength, in case I am inspired to create a prophecy about a bow that could only be strung by the strongest man in the land. I like the prophecy about the Lord of the Nazgul too, so I guess they would all have to play women or hobbits, too. Just in case.</p><p></p><p>Alternatively (because I do like to give the players some semblance of freedom) my backup response to their concern about being 'screwed over because of their character choices' would be to make sure that the players know that everyone gets a chance to shine in my game, but not everything revolves around your character. I would also point out that even when it isn't their character's moment in the sun, just because they don't get to 'pull the trigger' doesn't mean that they won't have a part to play. Hopefully this will make them feel better. If not, see the conclusion to my first point above...</p><p></p><p>Oh, Re: the OP, here are <a href="http://www.enworld.org/forum/general-rpg-discussion/300135-name-cool-way-permanently-kill-rakshasa.html#post5440540" target="_blank"> some thoughts I had involving a prophecy</a> in a thread from a while ago. What I tried to do in that thread was to create a situation where the prophecy was for the most part clear, but ending the curse it described required some creative interpretation of the prophecy on the part of the players. I intend to run it as a game myself. </p><p></p><p>Finally, one other thing to bear in mind is that it is probably best not to frame the prophecy like an ultimatum. Failing to meet the prophecy should mean that the status quo remains, i.e., the Lord of the Nazgul lives on, the mighty bow remains unstrung, the season remains winter (but never Christmas) etc.</p></blockquote><p></p>
[QUOTE="Heathen72, post: 5493361, member: 7029"] Really? Wow. I don't think that is telling them that at all. A player with some sort of persecution complex might [I]feel[/I] that way, I suppose, or one who had a lawyer at the table demanding that everything in the campaign world revolve around the players and their capabilities, [I]all of the time[/I] might. I don't imagine I would enjoy running a game for players like that, though, and vice versa, no doubt. Not every situation is so extreme, of course, and naturally negotiation is key, but if players came into my game expecting that the nature and history of the campaign needed to conform to their "character gen choices" they might find their "character gen options" somewhat limited. I like Greek myth, so I imagine that I would have to insist that they [I]all[/I] play characters with ridiculously high strength, in case I am inspired to create a prophecy about a bow that could only be strung by the strongest man in the land. I like the prophecy about the Lord of the Nazgul too, so I guess they would all have to play women or hobbits, too. Just in case. Alternatively (because I do like to give the players some semblance of freedom) my backup response to their concern about being 'screwed over because of their character choices' would be to make sure that the players know that everyone gets a chance to shine in my game, but not everything revolves around your character. I would also point out that even when it isn't their character's moment in the sun, just because they don't get to 'pull the trigger' doesn't mean that they won't have a part to play. Hopefully this will make them feel better. If not, see the conclusion to my first point above... Oh, Re: the OP, here are [URL="http://www.enworld.org/forum/general-rpg-discussion/300135-name-cool-way-permanently-kill-rakshasa.html#post5440540"] some thoughts I had involving a prophecy[/URL] in a thread from a while ago. What I tried to do in that thread was to create a situation where the prophecy was for the most part clear, but ending the curse it described required some creative interpretation of the prophecy on the part of the players. I intend to run it as a game myself. Finally, one other thing to bear in mind is that it is probably best not to frame the prophecy like an ultimatum. Failing to meet the prophecy should mean that the status quo remains, i.e., the Lord of the Nazgul lives on, the mighty bow remains unstrung, the season remains winter (but never Christmas) etc. [/QUOTE]
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Hey! You got a quibble in my prophecy!
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