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<blockquote data-quote="hawkeyefan" data-source="post: 8957624" data-attributes="member: 6785785"><p>I'm saying that my experience is very different than yours. My expectation, both as a GM and as a player, is that I'll care about what's happening in the game, and so will the other players. I work to help make this happen, and I want others to do so as well. </p><p></p><p>I just GMed the first session of a new campaign a few nights ago, and thanks to a strong session zero, the players cared quite a bit about some NPCs. Which means their characters care. </p><p></p><p>None of them were nearly as concerned with their characters' lives as they were with the life of a kid that they were trying to save. If the kid doesn't make it, it'll matter in many ways. </p><p></p><p>The Lightbearer (a light cleric), whose god is not highly regarded in their town, will fail to deliver on the promise he made to the boy's father, and people will shun him and his beliefs. The father may even become a threat of some sort to the town. </p><p></p><p>The Blessed (a druid) will have failed to preserve the people of his town and to fulfill the blood oath he and the Ranger swore to protect it. </p><p></p><p>The Seeker (an antiquarian) is already mistrusted by many because of her strange obsession with artifacts, and because of things that happened in her past. If she fails to save the child, the townspeople will think even less of her. </p><p></p><p>The Ranger's young nephew is good friend's with the kidnapped child. Their relationship will face some strain if the boy dies. </p><p></p><p>Also, another NPC insisted on coming with them into the great woods to save the child. This NPC is a rival of the Ranger and the brother of the Seeker's betrothed. If anything happens to him, or if they don't work well with him, that will also cause issues. </p><p></p><p>The players care about all that stuff. Largely because we all came up with it together in session zero. It's all far more concerning to them than if their character lives or dies. They know they can simply create a new character if that happens. </p><p></p><p>So my point is that you need to facilitate the caring. Not simply expect it as a matter of course. And also, take ownership of your game. If no one in your game cares, then that's at least partly on you.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8957624, member: 6785785"] I'm saying that my experience is very different than yours. My expectation, both as a GM and as a player, is that I'll care about what's happening in the game, and so will the other players. I work to help make this happen, and I want others to do so as well. I just GMed the first session of a new campaign a few nights ago, and thanks to a strong session zero, the players cared quite a bit about some NPCs. Which means their characters care. None of them were nearly as concerned with their characters' lives as they were with the life of a kid that they were trying to save. If the kid doesn't make it, it'll matter in many ways. The Lightbearer (a light cleric), whose god is not highly regarded in their town, will fail to deliver on the promise he made to the boy's father, and people will shun him and his beliefs. The father may even become a threat of some sort to the town. The Blessed (a druid) will have failed to preserve the people of his town and to fulfill the blood oath he and the Ranger swore to protect it. The Seeker (an antiquarian) is already mistrusted by many because of her strange obsession with artifacts, and because of things that happened in her past. If she fails to save the child, the townspeople will think even less of her. The Ranger's young nephew is good friend's with the kidnapped child. Their relationship will face some strain if the boy dies. Also, another NPC insisted on coming with them into the great woods to save the child. This NPC is a rival of the Ranger and the brother of the Seeker's betrothed. If anything happens to him, or if they don't work well with him, that will also cause issues. The players care about all that stuff. Largely because we all came up with it together in session zero. It's all far more concerning to them than if their character lives or dies. They know they can simply create a new character if that happens. So my point is that you need to facilitate the caring. Not simply expect it as a matter of course. And also, take ownership of your game. If no one in your game cares, then that's at least partly on you. [/QUOTE]
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