You ask, what if? I answer, what if he forgot to bring... HIS MOM?Primal said:And what if he has forgotten to bring his dice?
HAW HAW!
You ask, what if? I answer, what if he forgot to bring... HIS MOM?Primal said:And what if he has forgotten to bring his dice?
I fully endorse this post.Jedi_Solo said:Coming at this issue as a player, I fully expectsome railroading when it's the first session of a new campaign, not to mention the first campaign in a new setting. If there is nothing screaming Plot Hook! for the first session players are just going to look at eachother until someone says 'I go hunt orcs.'
In this case I would expect my DM to tell me ahead of time that my character is just about to go through a rite-of-passage by spending the night near a creepy crevase that blah blah blah.
I think as a DM, especially for a first session, they have the right to say 'This is what the adventure is.' If someone asks about issues with the birth rate and generational survival don't view it as an attack on the setting but use those questions for plot hooks.
Player: But why are the girls sent there as well?
DM: Women are seen as capable warriors like the men are. (Hmmm... Local uprising over tradition - future plot hook)
Player: Wouldn't the deaths here reduce the future birth rate?
DM: Maybe a little but not by much. Hmmm... There is the "Resident Wierd Guy" who has complained about this to the elders but they haven't changed anything as of yet. (Leader of resident uprising - future plot hook)
Player: I'm sure my character would think this is a stupid tradition.
DM: As I'm sure most of the local teens would. Your parents are making you go. There's some character background for you. (Must add parents to future session - plot hook!)
Klaus said:The way I see it, the DM doesn't need to convince the player to have his character go on an adventure. The player is there to play. If he doesn't want to go on that adventure, he's welcome to go home. I think it falls to the *player* to explain why the character is going on that adventure. The fact that he's going is a given.
Primal said:No. So you'd not communicate with your players, even if one of them said that he wants to know *why* they're using this 'Coming of Age' ritual in Greenbrier? (i.e. he thinks that this hook is illogical). Would you say: "Just because they do -- don't ask if you want to play!"? Or would you try to come up logical reasons that would satisfy him?
Primal said:Oh, I'm definitely not arguing that, but I don't think you can directly compare the "pseudomedieval" society of D&D (and this 'Points of Light' concept) with any historical Real World era or society.
Well, here are some quotes from the Design & Development article on 'Points of Light':
{Design & Development: Points of Light quotes snipped}
I don't know about you, but seems pretty dangerous and grim to me. Of course, you can "adjust" the "Danger Level" in your own 4E setting, yet unless Rich Baker has misinterpreted the concept I guess that this Design & Development article is an indication of how things will be presented in the Core Books and published adventures.
Best plot hook ever.Jedi_Solo said:Player: I'm sure my character would think this is a stupid tradition.
DM: As I'm sure most of the local teens would. Your parents are making you go. There's some character background for you. (Must add parents to future session - plot hook!)
Klaus said:I fully endorse this post.
The way I see it, the DM doesn't need to convince the player to have his character go on an adventure. The player is there to play. If he doesn't want to go on that adventure, he's welcome to go home. I think it falls to the *player* to explain why the character is going on that adventure. The fact that he's going is a given.
Klaus said:I fully endorse this post.
The way I see it, the DM doesn't need to convince the player to have his character go on an adventure. The player is there to play. If he doesn't want to go on that adventure, he's welcome to go home. I think it falls to the *player* to explain why the character is going on that adventure. The fact that he's going is a given.
DM: You all head to Greenbriar Chasm to spend the night as your coming-of-age rite.
Player1: My character goes because he wants to impress a girl in the village.
Player2: My character goes because she wants to make her father stop wishing he had a son instead.
Player3: My character goes because even though he thinks this is a stupid ritual.
Player4: My character goes beacuse everyone else is going.