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General Tabletop Discussion
*Dungeons & Dragons
Request for Input - Emotional Investment and more
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<blockquote data-quote="Guest 6801718" data-source="post: 6988980"><p>I find that the best way to get players emotionally invested in your game world is to give them a small hand in creating a part of it. I always give my players some questions to answer as they create characters. One of my big ones is "who are your friends and family?". Let them make some of the NPCs that inhabit your city and come up with their own connections. They're automatically invested in some part of where they are. Also give them some freedom in creating things from their backgrounds. Is that paladin part of a knightly order? Let the player make up the knightly order, or a thieves guild, wizards school, and so on. </p><p></p><p>If you give the players just a little license in helping you create the game world, they get excited to play in it. Plus it takes some off the work of your hands. So it's win/win. You can also ask them to make up a nemesis or rival of some kind. </p><p></p><p>The other big benefit of doing something like this is that you get first hand knowledge of what your players want out of a game and how they want you to mess with them. They tell you want obstacles they want their hero to overcome or what kind of drama they like. Does that rogue steal to provide for his ill sister? Bam! You have a NPC and some adventure/drama hooks. If you know how to listen, players will tell you what they want. If you give them what they want, they want to engage more. If that paladin is in a knightly order, test his values. Have the order do some big things he can be involved with. You can always threaten the order with a rival force or internal corruption. Get as much feedback from your players as you can. Have them give you the basics of their character and then ask questions. Let them get more specific and flesh out the details.</p></blockquote><p></p>
[QUOTE="Guest 6801718, post: 6988980"] I find that the best way to get players emotionally invested in your game world is to give them a small hand in creating a part of it. I always give my players some questions to answer as they create characters. One of my big ones is "who are your friends and family?". Let them make some of the NPCs that inhabit your city and come up with their own connections. They're automatically invested in some part of where they are. Also give them some freedom in creating things from their backgrounds. Is that paladin part of a knightly order? Let the player make up the knightly order, or a thieves guild, wizards school, and so on. If you give the players just a little license in helping you create the game world, they get excited to play in it. Plus it takes some off the work of your hands. So it's win/win. You can also ask them to make up a nemesis or rival of some kind. The other big benefit of doing something like this is that you get first hand knowledge of what your players want out of a game and how they want you to mess with them. They tell you want obstacles they want their hero to overcome or what kind of drama they like. Does that rogue steal to provide for his ill sister? Bam! You have a NPC and some adventure/drama hooks. If you know how to listen, players will tell you what they want. If you give them what they want, they want to engage more. If that paladin is in a knightly order, test his values. Have the order do some big things he can be involved with. You can always threaten the order with a rival force or internal corruption. Get as much feedback from your players as you can. Have them give you the basics of their character and then ask questions. Let them get more specific and flesh out the details. [/QUOTE]
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