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General Tabletop Discussion
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How "alive" should the world be - outside the scope of the PCs?
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<blockquote data-quote="Ralif Redhammer" data-source="post: 7272993" data-attributes="member: 30438"><p>Having recurring NPCs and the like helps bring the campaign world to life, absolutely. Things should happen as a result of the PCs actions (or inaction). But whatever happens should be fun, interesting, and/or exciting for the PCs. I always operate under the assumption that the PCs are the protagonists of the campaign. </p><p></p><p>But there will always be hooks that die on the vine. Something as extreme as blowing up the world comes close to the DM punishing the PCs for not doing what the DM wanted them to do. If the PCs would much rather track down that vampire than deal with the hermit, so be it. If the DM is so attached to the world-destroying device, maybe the vampire turns out to be manipulating the hermit to create the device.</p><p></p><p>On the other side, most players should know the plot hook for the adventure when they see it. If the DM says there’s a doomsday device, has been laying out hints for session after session, then chances are this is what the DM had planned for the session. Just as a DM should avoid railroading, players should avoid sabotaging the DM’s hard work.</p><p></p><p>The middle ground of this is that the DM should always try to find that sweet spot of what the players enjoy and what the DM enjoys, and focus adventures there.</p></blockquote><p></p>
[QUOTE="Ralif Redhammer, post: 7272993, member: 30438"] Having recurring NPCs and the like helps bring the campaign world to life, absolutely. Things should happen as a result of the PCs actions (or inaction). But whatever happens should be fun, interesting, and/or exciting for the PCs. I always operate under the assumption that the PCs are the protagonists of the campaign. But there will always be hooks that die on the vine. Something as extreme as blowing up the world comes close to the DM punishing the PCs for not doing what the DM wanted them to do. If the PCs would much rather track down that vampire than deal with the hermit, so be it. If the DM is so attached to the world-destroying device, maybe the vampire turns out to be manipulating the hermit to create the device. On the other side, most players should know the plot hook for the adventure when they see it. If the DM says there’s a doomsday device, has been laying out hints for session after session, then chances are this is what the DM had planned for the session. Just as a DM should avoid railroading, players should avoid sabotaging the DM’s hard work. The middle ground of this is that the DM should always try to find that sweet spot of what the players enjoy and what the DM enjoys, and focus adventures there. [/QUOTE]
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How "alive" should the world be - outside the scope of the PCs?
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