Imx, players never have their PCs become turnip farmers. But, if they genuinely did make that choice then, I think, for the GM to truly be respectful of it, he'd have to make the game revolve around turnip farming...
I think this campaign premise can work if the players have agreed from the start that they'll be facing this world-ending threat, even if they're not aware that their PCs will be instrumental in releasing it. But it seems like generally poor design to spring it on the players as a 'gotcha'.
Imx, players never have their PCs become turnip farmers. But, if they genuinely did make that choice then, I think, for the GM to truly be respectful of it, he'd have to make the game revolve around turnip farming - village life, bringing up kids, dealing with an outbreak of Turnip Blight. The game's high point would probably be fighting one ankheg. Forget all the end-of-the-world, cities exploding stuff, that's not what the players want.
Otoh, it may be, as pawsplay says, a refusal of the call to adventure, where the PC is at first reluctant, but we all know he's going to take up arms soon and fight the BBEG. If so, then the initial refusal isn't a very meaningful choice. It isn't telling us much about what the player wants.
EDIT: My apologies to pawsplay if he read my previous statement. I was in a bad mood and took it out on the first person that crossed my path, which happened to be him.
First of all, I don't know why you would assume this was a gotcha.
Second, it's not bad design. It's my campaign and I can do what I want.
Imx, players never have their PCs become turnip farmers. But, if they genuinely did make that choice then, I think, for the GM to truly be respectful of it, he'd have to make the game revolve around turnip farming - village life, bringing up kids, dealing with an outbreak of Turnip Blight. The game's high point would probably be fighting one ankheg. Forget all the end-of-the-world, cities exploding stuff, that's not what the players want.
So the DM's job is not to create the adventure?
I'm confused
everytime I've DMed I created a hook, a main bad guy (the climax) and encounters in between, what happens in between them and how they get there is not my job, but it is my job to make sure there is content for them to venture into, in all dircetions
unless I am wrong with that statement too