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<blockquote data-quote="I'm A Banana" data-source="post: 2684481" data-attributes="member: 2067"><p>Sometimes I do it before I start designing a camapaign, thuogh it's usually just allowing carte blanche on crazy D&D supplements, not so much with the crossing OGL/d20 games. </p><p></p><p>"You can be anything. Tell me what you are, and I'll work that into the world."</p><p></p><p>So if I wind up with a heavily disparate party or something, I can easily integrate their characters. I know where their interests lie, and I can channel the campaign there, and I can make the world make sense within the context of the PC's. </p><p></p><p>But I'm also an imaginative enough DM to integrate almost anything into my ongoing campaigns. I have two characters really loving the psionics rules right now, so I make psionics more prominent within the campaign (secret organizations of Elan, power stones in the treasure hoarde, etc.). I didn't plan on it at first, but I'm not about to power trip and say "your punishment for playing a psionic character is NOT HAVING THE RIGHT TREASURE! Because I didn't mention Psionics!"</p><p></p><p>I generally let my PC's direct the flow of the adventure and the campaign. They are active -- they do things, I tell them what happens as a consequence. This remains true in character creation. If I have a vague idea for a dramatic, dark, horror campaign and I get a potty-mouthed puka named "Jack Meof," I know I'm struggling against the tide. So I change my campaign. I'm hardly interested in making a player do something he's obviously not in the mood for.</p><p></p><p>So getting a D&D game together for my group is like ordering a pizza with some friends. If I'm cool with almost anything on my pizza, I'll let those more picky and choosy than I limit what's on it. I won't try to force my own mood on them by ordering something not everyone will enjoy.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 2684481, member: 2067"] Sometimes I do it before I start designing a camapaign, thuogh it's usually just allowing carte blanche on crazy D&D supplements, not so much with the crossing OGL/d20 games. "You can be anything. Tell me what you are, and I'll work that into the world." So if I wind up with a heavily disparate party or something, I can easily integrate their characters. I know where their interests lie, and I can channel the campaign there, and I can make the world make sense within the context of the PC's. But I'm also an imaginative enough DM to integrate almost anything into my ongoing campaigns. I have two characters really loving the psionics rules right now, so I make psionics more prominent within the campaign (secret organizations of Elan, power stones in the treasure hoarde, etc.). I didn't plan on it at first, but I'm not about to power trip and say "your punishment for playing a psionic character is NOT HAVING THE RIGHT TREASURE! Because I didn't mention Psionics!" I generally let my PC's direct the flow of the adventure and the campaign. They are active -- they do things, I tell them what happens as a consequence. This remains true in character creation. If I have a vague idea for a dramatic, dark, horror campaign and I get a potty-mouthed puka named "Jack Meof," I know I'm struggling against the tide. So I change my campaign. I'm hardly interested in making a player do something he's obviously not in the mood for. So getting a D&D game together for my group is like ordering a pizza with some friends. If I'm cool with almost anything on my pizza, I'll let those more picky and choosy than I limit what's on it. I won't try to force my own mood on them by ordering something not everyone will enjoy. [/QUOTE]
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