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<blockquote data-quote="doctorbadwolf" data-source="post: 9304062" data-attributes="member: 6704184"><p>Yeah, and like, I wasn’t even suggesting forcing any specific personality? Like, literally I was talking about incentivizing and inspiring. Most of my games just don’t have dungeons full of treasure. </p><p></p><p>If a player isn’t inspired by the premises and story elements of the campaign in a way that leads to a character with hooks in the world, that’s often fine, since I don’t play with players that make “lone wolf” characters, so that pc would just end up being a friend of another pc or something to explain why they’re in the group, and the pc will develop interesting ties and goals and whatnot during play. </p><p></p><p>But by setting the scene so that the campaign start is full of places to be from, people and things to care about, conflicts and tensions, organizations and institutions to be part of and/or oppose, etc, most players IME make a character that cares about things other than “burn towns get money”.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 9304062, member: 6704184"] Yeah, and like, I wasn’t even suggesting forcing any specific personality? Like, literally I was talking about incentivizing and inspiring. Most of my games just don’t have dungeons full of treasure. If a player isn’t inspired by the premises and story elements of the campaign in a way that leads to a character with hooks in the world, that’s often fine, since I don’t play with players that make “lone wolf” characters, so that pc would just end up being a friend of another pc or something to explain why they’re in the group, and the pc will develop interesting ties and goals and whatnot during play. But by setting the scene so that the campaign start is full of places to be from, people and things to care about, conflicts and tensions, organizations and institutions to be part of and/or oppose, etc, most players IME make a character that cares about things other than “burn towns get money”. [/QUOTE]
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