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Killing is Wrong: Adding Theme to a Campaign
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<blockquote data-quote="Tony Vargas" data-source="post: 7147171" data-attributes="member: 996"><p>Oh, I've /seen/ it, just not nearly so universally nor so intractably as you seem to have. Early on it was profound: I'm sure plenty of folks could tell stories about running Village of Hommlet when it came out and having players treat the town as a dungeon, but, like I said, around here, as the hobby broadened a little, it became a lot easier to run games with a different emphasis. Prettymuch a weekly basis since 1980. Hundreds, easily, I run at cons, so get a wide variety. But it's mostly local, gamers from the SF Bay area (though, we get lots of immigrants, from all over the country and world, around here, I don't compile demographic statistics on my players). I've also played & run a lot of games other than D&D, which may have had something to do with it.</p><p></p><p> There are players who don't 'get' the idea of a setting with friendly/non-combatant/irrelevant NPCs yet, and players (and DMs) who are sucked into treating all encounters as combat encounters, because the game, especially the early game, presents combat stats for them and has a familiar pattern of fighting, looting, and resting. But, it can be the DM's fault - one hurdle that DMs need to get over that can be subtle is communicating the situation effectively to the players. Sometime a player will misunderstand, mis-read, or read something 'between the lines' that just wasn't supposed to be there - that's our fault as DMs for not doing a better job explaining as much as theirs for not paying attention or jumping to wrong conclusions.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7147171, member: 996"] Oh, I've /seen/ it, just not nearly so universally nor so intractably as you seem to have. Early on it was profound: I'm sure plenty of folks could tell stories about running Village of Hommlet when it came out and having players treat the town as a dungeon, but, like I said, around here, as the hobby broadened a little, it became a lot easier to run games with a different emphasis. Prettymuch a weekly basis since 1980. Hundreds, easily, I run at cons, so get a wide variety. But it's mostly local, gamers from the SF Bay area (though, we get lots of immigrants, from all over the country and world, around here, I don't compile demographic statistics on my players). I've also played & run a lot of games other than D&D, which may have had something to do with it. There are players who don't 'get' the idea of a setting with friendly/non-combatant/irrelevant NPCs yet, and players (and DMs) who are sucked into treating all encounters as combat encounters, because the game, especially the early game, presents combat stats for them and has a familiar pattern of fighting, looting, and resting. But, it can be the DM's fault - one hurdle that DMs need to get over that can be subtle is communicating the situation effectively to the players. Sometime a player will misunderstand, mis-read, or read something 'between the lines' that just wasn't supposed to be there - that's our fault as DMs for not doing a better job explaining as much as theirs for not paying attention or jumping to wrong conclusions. [/QUOTE]
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