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<blockquote data-quote="Mr. Kaze" data-source="post: 2227845" data-attributes="member: 8848"><p>Other. Because while my campaigns start off with characters getting caught up in events (like in <em>Star Wars</em>), the characters soon find themselves helping to <em>cause</em> the events (unlike in <em>Star Wars</em>).</p><p></p><p>One of my favorite DMing moments was this: What started off being a simple mission to save a the world from a cult got a bit more complicated when the PCs decided to release an imprisioned goddess in exchange for a <em>wish</em>. (She failed to mention that she'd been exiled with a chip on her shoulder and was ready to go back and rock the underworld.) And when they figured out what they did, they kind of went "Aw dang..." and made me cackle with glee as they had just seeded the second part of the adventure.</p><p></p><p>That was one thing I really liked about the <em>Last Exile</em> series... the lead characters started off small in a world they couldn't really comprehend and then had to live with and deal with the consequences of their choices throughout the series. What seemed like a "We should do this" early in the series became a "Oh ****, we're responsible for doing that..." before the end.</p><p></p><p>Alternately, it's like a parent/child relationship: the PCs as children start off by doing what the bigger, older world says. But once the PCs have grown up a bit, the bigger older world tends to take their advice on what coffee to try at the local coffee shop and what kind of upgrades to put in their computer. (Okay, so that analogy went pretty much all wrong... but it kind of works for D20 Modern?)</p></blockquote><p></p>
[QUOTE="Mr. Kaze, post: 2227845, member: 8848"] Other. Because while my campaigns start off with characters getting caught up in events (like in [i]Star Wars[/i]), the characters soon find themselves helping to [i]cause[/i] the events (unlike in [i]Star Wars[/i]). One of my favorite DMing moments was this: What started off being a simple mission to save a the world from a cult got a bit more complicated when the PCs decided to release an imprisioned goddess in exchange for a [i]wish[/i]. (She failed to mention that she'd been exiled with a chip on her shoulder and was ready to go back and rock the underworld.) And when they figured out what they did, they kind of went "Aw dang..." and made me cackle with glee as they had just seeded the second part of the adventure. That was one thing I really liked about the [i]Last Exile[/i] series... the lead characters started off small in a world they couldn't really comprehend and then had to live with and deal with the consequences of their choices throughout the series. What seemed like a "We should do this" early in the series became a "Oh ****, we're responsible for doing that..." before the end. Alternately, it's like a parent/child relationship: the PCs as children start off by doing what the bigger, older world says. But once the PCs have grown up a bit, the bigger older world tends to take their advice on what coffee to try at the local coffee shop and what kind of upgrades to put in their computer. (Okay, so that analogy went pretty much all wrong... but it kind of works for D20 Modern?) [/QUOTE]
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