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Is the DM the most important person at the table
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<blockquote data-quote="prabe" data-source="post: 7927786" data-attributes="member: 7016699"><p>I tried that, when I ran Fate, and I think part of my frustration with the game was that there were players who ... didn't <strong>seem</strong> to have ideas they could articulate, and I think part of my frustration was that if/when someone other than me <strong>did</strong> have an idea they could articulate, it was something that wouldn't have been in my top fifty-ish things I would have put in a setting I was going to run--it felt kinda like a writing prompt, and I've <strong>never</strong> liked writing prompts, even when I was trying to be a writer.</p><p></p><p></p><p></p><p>Yeah. Inspiration as presented in 5E is definitely garbage. I've found that if the players give me decent hooks in their backstories, I can set those in the campaign; once there have been some events, I can often tie new things to previous things. I find that to work at least as well as hitting someone's Aspects, and honestly, it seems less predictable to me.</p><p></p><p>The characters/players in my campaigns have a good deal of agency, I think. In the longer-running ampaign, there are three or four threads wafting about, and they're working on them kinda piecemeal. I <strong>think</strong> I know where they're going to go after they finish the short thread they're on now, but I could be wrong; if they go outside where I feel comfortable ad-libbing, I'll end the session so I can get some stuff prepared so I feel comfortable running it (mainly a matter of thinking stuff through so it fits, rather than fitting it together after the fact, which always feels kinda retconnish to me). Yeah, I guess one could describe my approach as kinda breadcrumby, but the crumbs go in several directions.</p><p></p><p></p><p></p><p>I think the impulse to create a character with well-defined goals and motivations comes from the player. There was a whole large other thread that at least started from about here, but there are several players (I'm one) whose experiences lead them to say something along the lines of "You can do that in just about any system." I think 5E does fine at this, if the players (and DM) want it to.</p></blockquote><p></p>
[QUOTE="prabe, post: 7927786, member: 7016699"] I tried that, when I ran Fate, and I think part of my frustration with the game was that there were players who ... didn't [B]seem[/B] to have ideas they could articulate, and I think part of my frustration was that if/when someone other than me [B]did[/B] have an idea they could articulate, it was something that wouldn't have been in my top fifty-ish things I would have put in a setting I was going to run--it felt kinda like a writing prompt, and I've [B]never[/B] liked writing prompts, even when I was trying to be a writer. Yeah. Inspiration as presented in 5E is definitely garbage. I've found that if the players give me decent hooks in their backstories, I can set those in the campaign; once there have been some events, I can often tie new things to previous things. I find that to work at least as well as hitting someone's Aspects, and honestly, it seems less predictable to me. The characters/players in my campaigns have a good deal of agency, I think. In the longer-running ampaign, there are three or four threads wafting about, and they're working on them kinda piecemeal. I [B]think[/B] I know where they're going to go after they finish the short thread they're on now, but I could be wrong; if they go outside where I feel comfortable ad-libbing, I'll end the session so I can get some stuff prepared so I feel comfortable running it (mainly a matter of thinking stuff through so it fits, rather than fitting it together after the fact, which always feels kinda retconnish to me). Yeah, I guess one could describe my approach as kinda breadcrumby, but the crumbs go in several directions. I think the impulse to create a character with well-defined goals and motivations comes from the player. There was a whole large other thread that at least started from about here, but there are several players (I'm one) whose experiences lead them to say something along the lines of "You can do that in just about any system." I think 5E does fine at this, if the players (and DM) want it to. [/QUOTE]
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