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Rejecting the Premise in a Module
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<blockquote data-quote="Paul Farquhar" data-source="post: 8052758" data-attributes="member: 6906155"><p>That's the way you have always played, but that is not how everyone plays. Not all DMs create their own worlds and adventures, and creating it on the fly is an even higher level skill. DMs are hard to come by, and quite often someone is forced to take on the role because no one else is prepared to do it.</p><p></p><p>This means that some DMs really have no other option but to run published adventures, in which case it's really not fair for players to reject the premise and try and do something else. It's impossible for a published adventure to include all possibilities. If they want to do something else the they should be the DM and put in all the hard work!</p><p></p><p>This is where establishing the premise in session zero is important - if a player isn't happy with that they can find a different game, or create one themselves.</p><p></p><p>This may mean giving the players some guidance as to what sort of characters to make - not usually in terms of class, but in terms of background and motivation for adventuring. Again, if a player isn't happy with that they have the freedom to play in a different game.</p></blockquote><p></p>
[QUOTE="Paul Farquhar, post: 8052758, member: 6906155"] That's the way you have always played, but that is not how everyone plays. Not all DMs create their own worlds and adventures, and creating it on the fly is an even higher level skill. DMs are hard to come by, and quite often someone is forced to take on the role because no one else is prepared to do it. This means that some DMs really have no other option but to run published adventures, in which case it's really not fair for players to reject the premise and try and do something else. It's impossible for a published adventure to include all possibilities. If they want to do something else the they should be the DM and put in all the hard work! This is where establishing the premise in session zero is important - if a player isn't happy with that they can find a different game, or create one themselves. This may mean giving the players some guidance as to what sort of characters to make - not usually in terms of class, but in terms of background and motivation for adventuring. Again, if a player isn't happy with that they have the freedom to play in a different game. [/QUOTE]
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