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<blockquote data-quote="Argyle King" data-source="post: 5181802" data-attributes="member: 58416"><p>I'm not sure how accurate I feel this is. In plenty of 'Rowboat Settings,' the players are free to build their own 'trains.' In such a game, the plot(s) is driven by character motivation instead of "ZOMG! Orcus is taking over the world. These four strangers who met in a tavern are the only hope. What do you do?"</p><p> </p><p>I'd say that a level based system tends to more favorably run the second style, but not all systems are level based. </p><p> </p><p>I see nothing wrong with the players playing and creating their story instead of the DM's story. I also feel it's possible to do both, and I often do so when I create a campaign. I inform the players of basic information about what is going on in the game world, and many of them use this information to create characters who are involved in the story arcs I have in place. However, those characters also have motivations of their own. </p><p> </p><p>Like I said, in an open ended campaign, the players are free to build their own trains. In a campaign I play in right now, one of my character's motivations is to gain more religious freedoms for people of his faith. Currently, their practices are somewhat frowned upon; in some cases, violently frowned upon. This has lead me to make choices based upon that agenda and seek to further travel the rails of that story instead of making choices based upon cool loot, experience points, and getting the next power when I level up. In this campaign, I made character choices which I feel did get me somewhere, and they also impacted the campaign world and made me feel like my actions had deeper meaning.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 5181802, member: 58416"] I'm not sure how accurate I feel this is. In plenty of 'Rowboat Settings,' the players are free to build their own 'trains.' In such a game, the plot(s) is driven by character motivation instead of "ZOMG! Orcus is taking over the world. These four strangers who met in a tavern are the only hope. What do you do?" I'd say that a level based system tends to more favorably run the second style, but not all systems are level based. I see nothing wrong with the players playing and creating their story instead of the DM's story. I also feel it's possible to do both, and I often do so when I create a campaign. I inform the players of basic information about what is going on in the game world, and many of them use this information to create characters who are involved in the story arcs I have in place. However, those characters also have motivations of their own. Like I said, in an open ended campaign, the players are free to build their own trains. In a campaign I play in right now, one of my character's motivations is to gain more religious freedoms for people of his faith. Currently, their practices are somewhat frowned upon; in some cases, violently frowned upon. This has lead me to make choices based upon that agenda and seek to further travel the rails of that story instead of making choices based upon cool loot, experience points, and getting the next power when I level up. In this campaign, I made character choices which I feel did get me somewhere, and they also impacted the campaign world and made me feel like my actions had deeper meaning. [/QUOTE]
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