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<blockquote data-quote="Blue" data-source="post: 8126164" data-attributes="member: 20564"><p>I ran the latest session of my Masks of the Imperium game, and had a very split reaction. Homebrew world, they are agents of the crown each chosen by artifact Mask of the Imperium due to compatible personalities that both is their badge of authority and will awake and unlock new powers over time. They are helping in new colonies cut off from the known world except by 3 month sail each way - no magic will cross, etc. And there's a lot fo issues going on in the new settlements.</p><p></p><p>One of my points as a DM is that put a bunch of hooks in front of the players and they chose what to run, and I weave plots together. You might find out a clue for X while pursuing plot Y. Oh, and encounters aren't necessarily level specific - there's a lot that's foreshadowing for later.</p><p></p><p>Two players lap it up, loving that they can fully decide what is of interest, how to respond, etc. Two players are a bit more passive in deciding, willing to go along with whatever. The last really wants a linear adventure and gets upset with the amount of time the group spends trying to decide what to do.</p><p></p><p>He runs like that as well - and he's a damn fun DM! - but he makes no bones up front that the player should accept the adventure put in front of them and keep the characters on track. Not that he doesn't improvise, but just scenes, and expects you to get back on plot when he dangles it in front of you.</p><p></p><p>He really seems dissatisfied with too many plots. He wants to pick one and stick with it. They found an important clue about the magical disease-ing of a new settlement's only well that caused multiple deaths and would have caused more, and even though others were arguing to investigate it as the more "clear and present danger", he wanted to keep going on what they chose last time. I think because last time had been another discussion and they invested time in it and he didn't want to go through all of that again.</p><p></p><p>If this was a character not wanting to follow up on it, I'd probably have that plot advance since they'll be gone for several weeks following up what they currently are doing. But right now I think he may take that more personally - that he was doing the "right" thing and following up on the plot they told the DM they were interested in, and being punished for it.</p><p></p><p>Both I and another DM in the same group of players have talked to him abotu it's okay to go "off-course" in our respective campaigns. I think he gets it, just that it's antithetical to how he's played/run in the past and he defaults to helping the DM by staying on target. Mind you, he's not a disruptive player, he's a joy to have at the table.</p><p></p><p>We've talked, it hasn't fixed the issue, and even with the issue I strongly want him at the table. So I guess I need to accept and adapt how I run for this particular group to find a different balance of "it's all under your control" and "here's the next adventure".</p></blockquote><p></p>
[QUOTE="Blue, post: 8126164, member: 20564"] I ran the latest session of my Masks of the Imperium game, and had a very split reaction. Homebrew world, they are agents of the crown each chosen by artifact Mask of the Imperium due to compatible personalities that both is their badge of authority and will awake and unlock new powers over time. They are helping in new colonies cut off from the known world except by 3 month sail each way - no magic will cross, etc. And there's a lot fo issues going on in the new settlements. One of my points as a DM is that put a bunch of hooks in front of the players and they chose what to run, and I weave plots together. You might find out a clue for X while pursuing plot Y. Oh, and encounters aren't necessarily level specific - there's a lot that's foreshadowing for later. Two players lap it up, loving that they can fully decide what is of interest, how to respond, etc. Two players are a bit more passive in deciding, willing to go along with whatever. The last really wants a linear adventure and gets upset with the amount of time the group spends trying to decide what to do. He runs like that as well - and he's a damn fun DM! - but he makes no bones up front that the player should accept the adventure put in front of them and keep the characters on track. Not that he doesn't improvise, but just scenes, and expects you to get back on plot when he dangles it in front of you. He really seems dissatisfied with too many plots. He wants to pick one and stick with it. They found an important clue about the magical disease-ing of a new settlement's only well that caused multiple deaths and would have caused more, and even though others were arguing to investigate it as the more "clear and present danger", he wanted to keep going on what they chose last time. I think because last time had been another discussion and they invested time in it and he didn't want to go through all of that again. If this was a character not wanting to follow up on it, I'd probably have that plot advance since they'll be gone for several weeks following up what they currently are doing. But right now I think he may take that more personally - that he was doing the "right" thing and following up on the plot they told the DM they were interested in, and being punished for it. Both I and another DM in the same group of players have talked to him abotu it's okay to go "off-course" in our respective campaigns. I think he gets it, just that it's antithetical to how he's played/run in the past and he defaults to helping the DM by staying on target. Mind you, he's not a disruptive player, he's a joy to have at the table. We've talked, it hasn't fixed the issue, and even with the issue I strongly want him at the table. So I guess I need to accept and adapt how I run for this particular group to find a different balance of "it's all under your control" and "here's the next adventure". [/QUOTE]
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