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How has D&D changed over the decades?
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<blockquote data-quote="Remathilis" data-source="post: 8595188" data-attributes="member: 7635"><p>Then give the player something to play for.</p><p></p><p>If I'm invested in a character, I'll give you a backstory with NPCss, plot hooks, goals and even rivals to work into your game. I'm literally creating things to "tie down" my PC, but I gotta have the trust that it's going to matter at some point and that I have a reasonable chance of success at seeing it through. If the DM is going to ignore my ideas or dismiss them out of hand, I'm going to end up a wandering orphan because it doesn't matter. Likewise, if I feel my character is disposable and that death is far more likely than glory, you're getting a toon with no personality. </p><p></p><p>You don't get to have it both ways. I'm not pouring my heart and soul into a Frodo or a Jon Snow if he in return is a game piece to you to be abused and killed. If you want characters, foster character creation and player buy in. Reward with carrots, not with sticks. Don't set up games where backstory doesn't matter or character sheets are written on tissue paper and then bemoan players that build hard to kill PCs with little attachment. When you play adversarial, your players maximize their strengths and minimize their weaknesses. When they trust you, they start playing from a less defensive posture.</p><p></p><p>I want to make clear "you" in this story doesn't specifically mean you personally, but whoever is reading this.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 8595188, member: 7635"] Then give the player something to play for. If I'm invested in a character, I'll give you a backstory with NPCss, plot hooks, goals and even rivals to work into your game. I'm literally creating things to "tie down" my PC, but I gotta have the trust that it's going to matter at some point and that I have a reasonable chance of success at seeing it through. If the DM is going to ignore my ideas or dismiss them out of hand, I'm going to end up a wandering orphan because it doesn't matter. Likewise, if I feel my character is disposable and that death is far more likely than glory, you're getting a toon with no personality. You don't get to have it both ways. I'm not pouring my heart and soul into a Frodo or a Jon Snow if he in return is a game piece to you to be abused and killed. If you want characters, foster character creation and player buy in. Reward with carrots, not with sticks. Don't set up games where backstory doesn't matter or character sheets are written on tissue paper and then bemoan players that build hard to kill PCs with little attachment. When you play adversarial, your players maximize their strengths and minimize their weaknesses. When they trust you, they start playing from a less defensive posture. I want to make clear "you" in this story doesn't specifically mean you personally, but whoever is reading this. [/QUOTE]
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