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General Tabletop Discussion
*TTRPGs General
Should the DM accommodate characters, or characters accommodate DMs?
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<blockquote data-quote="KidSnide" data-source="post: 5109377" data-attributes="member: 54710"><p>Sorry, I didn't mean to be obtuse. In my campaign, the PCs usually go to a place in which I haven't run an adventure before. So, when I fill in all the details, those details are naturally focused towards what I think the PCs will be interested in. Sure, there are details that exist just because I think they would be there, but most of the serious work is focused on "actionable" material that I think the PCs might use. Naturally, this results in game design that is focused on the goals and objectives of the PCs.</p><p></p><p>To give an even more concrete example, my PCs are about to sail to Hiyal from Huzuz. Their objective is to hunt down a famous giant general who is hiding in the area and wants to free his people from the empire for whom my PCs work. Naturally, a lot of my Hiyal design is focused on where the giant general is hiding, what his plan is to escape, and the Hiyal locals who the PCs could influence in order to gain support at hunting down this dangerous (and potentially mutual) enemy. </p><p></p><p>I just wanted to know whether, in your more "sandboxy" game (please forgive the vague terminology), you designed material with the PC's objectives in mind? It seems to me that when PCs visit a territory that you haven't worked on before, it's only natural to focus your efforts on what you think the PCs will do.</p><p></p><p></p><p></p><p>Ariosto, do you really have a campaign in which you don't have to invent new locations when the PCs go there? I find that totally amazing. I've run three campaigns in the same world since 1991 and most adventure locations are ones that no PC has ever been to before. </p><p></p><p>(To be fair, it didn't help that my PCs decided to blow up their planet in 2003. Ah, gray box Toril, how I knew thee...)</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 5109377, member: 54710"] Sorry, I didn't mean to be obtuse. In my campaign, the PCs usually go to a place in which I haven't run an adventure before. So, when I fill in all the details, those details are naturally focused towards what I think the PCs will be interested in. Sure, there are details that exist just because I think they would be there, but most of the serious work is focused on "actionable" material that I think the PCs might use. Naturally, this results in game design that is focused on the goals and objectives of the PCs. To give an even more concrete example, my PCs are about to sail to Hiyal from Huzuz. Their objective is to hunt down a famous giant general who is hiding in the area and wants to free his people from the empire for whom my PCs work. Naturally, a lot of my Hiyal design is focused on where the giant general is hiding, what his plan is to escape, and the Hiyal locals who the PCs could influence in order to gain support at hunting down this dangerous (and potentially mutual) enemy. I just wanted to know whether, in your more "sandboxy" game (please forgive the vague terminology), you designed material with the PC's objectives in mind? It seems to me that when PCs visit a territory that you haven't worked on before, it's only natural to focus your efforts on what you think the PCs will do. Ariosto, do you really have a campaign in which you don't have to invent new locations when the PCs go there? I find that totally amazing. I've run three campaigns in the same world since 1991 and most adventure locations are ones that no PC has ever been to before. (To be fair, it didn't help that my PCs decided to blow up their planet in 2003. Ah, gray box Toril, how I knew thee...) -KS [/QUOTE]
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Should the DM accommodate characters, or characters accommodate DMs?
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