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Let The Players Manage Themselves Part 3, waitaminute...
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<blockquote data-quote="The Ghost" data-source="post: 4501856" data-attributes="member: 60281"><p>I enjoy large sandbox style games where the players are placed in a world and they follow their whims to wherever. </p><p></p><p></p><p></p><p>I want to be able to look back and say "Do you remember when..." For us, that comes through watching the characters interact with the world I created in unexpected or unintended ways. Our best stories have come from interactions that I never thought would occur. But, through dice rolling and random chance - it happened! They should feel the excitement of completing their journey, but, also experience the thrill of knowing that the world is both dark and dangerous. </p><p></p><p></p><p></p><p>Well, there are a number of things that I do to better fit the feel of my world.</p><p></p><p>1. Magic Items - Are more than just things people find/buy. They are stories unto themselves. They grow in power as the characters learn more about the legends surrounding them.</p><p></p><p>2. Experience - Characters earn experience by completing goals not by killing monsters.</p><p></p><p>3. Monsters - I have changed the flavor on monsters. Creatures are not necessarily what is written in the Monster Manual - they are unique to the world. </p><p></p><p>4. Languages - I try to make the names of people, places, and things work off of location and not race. And have similar sounds throughout. </p><p></p><p>In general, I want my players to feel like they are in a world that does exist. Creating something and watching how the characters interact and grow with it - To me, that is part of "The Fun".</p></blockquote><p></p>
[QUOTE="The Ghost, post: 4501856, member: 60281"] I enjoy large sandbox style games where the players are placed in a world and they follow their whims to wherever. I want to be able to look back and say "Do you remember when..." For us, that comes through watching the characters interact with the world I created in unexpected or unintended ways. Our best stories have come from interactions that I never thought would occur. But, through dice rolling and random chance - it happened! They should feel the excitement of completing their journey, but, also experience the thrill of knowing that the world is both dark and dangerous. Well, there are a number of things that I do to better fit the feel of my world. 1. Magic Items - Are more than just things people find/buy. They are stories unto themselves. They grow in power as the characters learn more about the legends surrounding them. 2. Experience - Characters earn experience by completing goals not by killing monsters. 3. Monsters - I have changed the flavor on monsters. Creatures are not necessarily what is written in the Monster Manual - they are unique to the world. 4. Languages - I try to make the names of people, places, and things work off of location and not race. And have similar sounds throughout. In general, I want my players to feel like they are in a world that does exist. Creating something and watching how the characters interact and grow with it - To me, that is part of "The Fun". [/QUOTE]
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