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<blockquote data-quote="The Ghost" data-source="post: 5145676" data-attributes="member: 60281"><p>It has been my experience that players enter into campaigns with PC goals set before any play actually begins. Engagement comes through the pursuit of these goals.</p><p></p><p>When I sit down to make a character I decide what I want that character to achieve (a little bit of coin; a nice keep in the hills; to kill a red dragon; etc.). Plot hooks become alternate things I can do if any prove interesting to me. But that driving force behind my character is what goals I made for him at character creation.</p><p></p><p>I am not sure if proactive players are the majority or the minority - they are most certainly the majority among those I play with.</p><p></p><p></p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/worried.png" class="smilie" loading="lazy" alt=":-S" title="Uhm :-S" data-shortname=":-S" /></p></blockquote><p></p>
[QUOTE="The Ghost, post: 5145676, member: 60281"] It has been my experience that players enter into campaigns with PC goals set before any play actually begins. Engagement comes through the pursuit of these goals. When I sit down to make a character I decide what I want that character to achieve (a little bit of coin; a nice keep in the hills; to kill a red dragon; etc.). Plot hooks become alternate things I can do if any prove interesting to me. But that driving force behind my character is what goals I made for him at character creation. I am not sure if proactive players are the majority or the minority - they are most certainly the majority among those I play with. :-S [/QUOTE]
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