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General Tabletop Discussion
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Players: How do you take initiative in spurring plot/action, when DM does not?
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<blockquote data-quote="Gold Roger" data-source="post: 2627970" data-attributes="member: 33904"><p>This never was a issue for me for a long time, both, my games and the only other DM's I ever played with, tended to be streightforward in terms of motivation and course of action (though in the earlier campaigns there often was only one course of action that was sometimes hard to figure out).</p><p>That changed drastically however with the two new campaigns we started, that are both rather open on terms of motivation and action.</p><p>In the D20modern/apokalypse campaign I play in we are stranded in a bunker in the middle of nowhere, over 300 years in the future, surounded by rednecks, agressive aliens and mutants. Speak of open course of action.</p><p>In my pirate campaign I basically told the two players "The start is rather railroay, one off your chars has to get you into some serious trouble, with your local regent, after that your free to do what you want." That went rather well and the first session became a buddy movie, with one char allways causing trouble and throwing caution out into the ocean and dragging the other, more responsible, along into the trouble he causes.</p><p>These few sessions have shown me that a active PC is needed for such games, that drags the others along. The d20 modern campaign has four PC's talking every action out. As a result we get much less done. I think it's time for my charakter to step out of his withdrawn isolation and attain that active role he should as cop.</p></blockquote><p></p>
[QUOTE="Gold Roger, post: 2627970, member: 33904"] This never was a issue for me for a long time, both, my games and the only other DM's I ever played with, tended to be streightforward in terms of motivation and course of action (though in the earlier campaigns there often was only one course of action that was sometimes hard to figure out). That changed drastically however with the two new campaigns we started, that are both rather open on terms of motivation and action. In the D20modern/apokalypse campaign I play in we are stranded in a bunker in the middle of nowhere, over 300 years in the future, surounded by rednecks, agressive aliens and mutants. Speak of open course of action. In my pirate campaign I basically told the two players "The start is rather railroay, one off your chars has to get you into some serious trouble, with your local regent, after that your free to do what you want." That went rather well and the first session became a buddy movie, with one char allways causing trouble and throwing caution out into the ocean and dragging the other, more responsible, along into the trouble he causes. These few sessions have shown me that a active PC is needed for such games, that drags the others along. The d20 modern campaign has four PC's talking every action out. As a result we get much less done. I think it's time for my charakter to step out of his withdrawn isolation and attain that active role he should as cop. [/QUOTE]
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