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<blockquote data-quote="00Machado" data-source="post: 3436509" data-attributes="member: 23690"><p>I was inclinded to suggest something similar, but then I stepped back and though that I shouldn't be forcing my view of what is cool and/or useful on the players. I also shouldn't decide for them that party items are better than individual items. After all, the abilities of their characters are part of their fun. As GM I should control whether or not someone will sell them an item they want, but I shouldn't try and control whether or not they sell something they've got.</p><p></p><p>And then I was sort of disappointed, and thought, but now the game is less fun for me to play because I'll never get to see these cool magic items in play. I thought, I'll just create encounters where they really would have found that item useful and railroad, I mean 'encourage' in a heavy handed way them to keep the items I think are cool. And I thought to myself, well, that might be a good surprise once or twice as a player, to make me gnash my teeth and wish I'd kept it, all in good fun, but if it happens all the time, you feel like the unwritten rule is that you must keep the items instead of the ones you want to have, which is no fun. Then it struck me. I am the GM. If I think an item is cool, and I want to encourage it being seen as useful and worth having, I will lead by example. I don't have to force the players to use it in order to see it in the campaign. I'll let the villains use it. Those are characters I get to play. If players decide their items and strategies are cool and adopt them for themselves (i.e. keep those items next time, or even seek them out), then great. And if they don't, well, I still get to introduce those items and see them in play. And if I, with all the GM powers at my disposal, can't create encounters where they are worthwhile for a villain to have, maybe I should take a hint from the players and realize the item isn't worth keeping.</p></blockquote><p></p>
[QUOTE="00Machado, post: 3436509, member: 23690"] I was inclinded to suggest something similar, but then I stepped back and though that I shouldn't be forcing my view of what is cool and/or useful on the players. I also shouldn't decide for them that party items are better than individual items. After all, the abilities of their characters are part of their fun. As GM I should control whether or not someone will sell them an item they want, but I shouldn't try and control whether or not they sell something they've got. And then I was sort of disappointed, and thought, but now the game is less fun for me to play because I'll never get to see these cool magic items in play. I thought, I'll just create encounters where they really would have found that item useful and railroad, I mean 'encourage' in a heavy handed way them to keep the items I think are cool. And I thought to myself, well, that might be a good surprise once or twice as a player, to make me gnash my teeth and wish I'd kept it, all in good fun, but if it happens all the time, you feel like the unwritten rule is that you must keep the items instead of the ones you want to have, which is no fun. Then it struck me. I am the GM. If I think an item is cool, and I want to encourage it being seen as useful and worth having, I will lead by example. I don't have to force the players to use it in order to see it in the campaign. I'll let the villains use it. Those are characters I get to play. If players decide their items and strategies are cool and adopt them for themselves (i.e. keep those items next time, or even seek them out), then great. And if they don't, well, I still get to introduce those items and see them in play. And if I, with all the GM powers at my disposal, can't create encounters where they are worthwhile for a villain to have, maybe I should take a hint from the players and realize the item isn't worth keeping. [/QUOTE]
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