Vaalingrade
Legend
I have actually heard someone my age complain about 'kids these days' not being willing to hunt their own food... as we ate at a steakhouse. Any excuse.
But, probably pretty unlikely. It's unlikely that you're going to need to get into the mayor's house more than once, if even that.
Your complaint is the answer to your own conundrum. If the reason why people won't connect to your world is that when they do, that connection is used to punish them with "drama" then hell no I'm not connecting with your world. Not everyone wants to deal with that kind of drama, and if the response to "btw, I have a younger sister" is "great, now she's been kidnapped and will be sacrificed by cultists", then my next character is far less likely to have siblings.
That would seem to be an understatement!Of course, my example isn't based on a total sandbox style game either
Why can't the GM just have B show up?My goal would be that if the adventure funnels all choices to B, adding a family member that gets to B is fine, but adding one that avoids B is not. Ymmv.
Gygax's PHB had both bards and psionics as options presented in the Appendices.two changes since ‘the old days’ that I see….
… game rule options being presented in player-aimed books. Giving players more direct hand in deciding/suggesting/(and occasionally assuming) what sorts of optional rules the dm will use in the game
Because getting to B is part of the adventure. Why can't the bad guy give up? Why can't the zombies drop dead on their own. Why can't the captured prince rescue himself?That would seem to be an understatement!
Why can't the GM just have B show up?
This is just bizarre. Unless by "the adventure" we mean "GM's story time".Because getting to B is part of the adventure.
That got me thinking. Where was the first game I played that had that sort of backgrounds. I really can't remember. We did do a lot of different games back in the day. Granted, the exact rules are way out of my memory now, but, I'm pretty sure the James Bond 007 game had something like that. I remember it being the first game that I ever saw (and this was back in the early 80's) that had action points (Bond Points if IIIRC, but, don't quote me on that) that allowed the players to change the scene so that you could succeed in spectacular Bond fashion.My first exposure to the idea of PC backgrounds was the original OA, which encouraged PCs with families, martial arts mentors, etc, and presented a coherent social and metaphysical situation in which the PCs and both their human and non-human antagonists have a place.
It changed my play dramatically. And I remember in the early 90s - using Rolemaster, not a system with any bells-or-whistles to support background NPCs - that one PC had a family and a mentor, one had a house with a servant (and rent problems), one lived in his manor outside of town which was sometimes a base for the others, etc.
Over the decades I'd like to think I've got more sophisticated about this stuff as a GM. I've never followed your "keep their fingers out" philosophy, but nor have I ever been tempted to scorch the players' earth. And I don't regard any of it as rocket science.
I'd take it even a step further than that. Most DM's don't understand odds. The reward has to be GREATER than the risk or it simply isn't worth it. If you (as a simple example) double damage but double the risk of failure, then, well, why would I bother? There's no upside to that. If you want to double the chance of failure, you need to triple the reward.Yeah, some GMs miss a basic design philosophy - if a connection has a downside, it must have a material upside. It is important to remember that "the benefits of connection" must actually appear in game for the player to consider them benefits.
Because getting to B is part of the adventure. Why can't the bad guy give up? Why can't the zombies drop dead on their own. Why can't the captured prince rescue himself?