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My DM'ing has gotten worse over the years, not better
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<blockquote data-quote="pawsplay" data-source="post: 5594161" data-attributes="member: 15538"><p>Well, at this point, you are not really arguing against the point I made or the similar one made originally by RC. There is no controversy there.</p><p></p><p></p><p></p><p>That's their prerogative. I set the adventure up so that the demigod will care about them. From the beginning, they unwittingly interfere with his plans and become his enemies. And if they refuse to take up the call... well, the world starts to end, one city at a time, one nation at a time. And it makes no difference to my structure whether they dive in like Big Heroes, or whether they wemble and try to avoid the situation, and find themselves faced with an inimical foe.</p><p></p><p></p><p></p><p>It isn't functionally any different. And those hooks all have serious problems. Let's say you have a dungeon full of treasure. What happens if two of the PCs are siblings, and one dies in the dungeon and becomes an undead creature? You may have had treasure on your mind, but the players may not be focused on dealing with the undead former PC.</p><p></p><p></p><p></p><p>The two halves of these sentences potentially contradict each other. If your plans are dependent on motivating the characters, you must plan for many contingencies, and to be fully prepared, pretty much all of them.</p><p></p><p>If you give the players the opportunity to make up their own minds, you are released of the responsibilty of preparing for all contingencies.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 5594161, member: 15538"] Well, at this point, you are not really arguing against the point I made or the similar one made originally by RC. There is no controversy there. That's their prerogative. I set the adventure up so that the demigod will care about them. From the beginning, they unwittingly interfere with his plans and become his enemies. And if they refuse to take up the call... well, the world starts to end, one city at a time, one nation at a time. And it makes no difference to my structure whether they dive in like Big Heroes, or whether they wemble and try to avoid the situation, and find themselves faced with an inimical foe. It isn't functionally any different. And those hooks all have serious problems. Let's say you have a dungeon full of treasure. What happens if two of the PCs are siblings, and one dies in the dungeon and becomes an undead creature? You may have had treasure on your mind, but the players may not be focused on dealing with the undead former PC. The two halves of these sentences potentially contradict each other. If your plans are dependent on motivating the characters, you must plan for many contingencies, and to be fully prepared, pretty much all of them. If you give the players the opportunity to make up their own minds, you are released of the responsibilty of preparing for all contingencies. [/QUOTE]
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