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General Tabletop Discussion
Character Builds & Optimization
Should we build for our players?
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<blockquote data-quote="Wik" data-source="post: 3195722" data-attributes="member: 40177"><p>So recently, I've been kind of playing around with running an African-based Campaign, once my Savage Tide game comes to and end (only 10 more adventures to go! ha ha). I wanted to base the game roughly off the area of Mali, with a bit of the Middle East and Egypt thrown in for good taste. </p><p></p><p>As I began to draw the map, and throw in the various cultures (Anthropology classes have ruined me, man), I began to think: will this appeal to my players?</p><p></p><p>A few months ago, there was a thread on the boards about a Polynesian campaign. While I thought the idea was sort of neat, I kept thinking "it's not a game I'd want to play in". A few weeks ago, during a talk with a fellow GM, he mentioned some of the campaigns he had been involved in, and I mentally would say "hey, that sounds like it would have been fun" or "not worth my time". </p><p></p><p>My question is, when the GM creates his world, how much thought should he be spending on the players in it? I know that, no matter what world I create, my group will play in it. We play for more reasons than just the silly game, and if I wanted to run a spelljammer campaign that was filled with every degree of silliness, my players would grumble and eventually play it. If I wanted to run a dark horror game, they'd clap their hands and play it. And if I wanted to play a campaign where they were all journalists in the Afghanistan war (I came close to doing it), they'd play it, even if they were a bit confused.</p><p></p><p>I guess the question boils down to this: when the GM creates a campaign, who should he try to please more, his players or himself?</p></blockquote><p></p>
[QUOTE="Wik, post: 3195722, member: 40177"] So recently, I've been kind of playing around with running an African-based Campaign, once my Savage Tide game comes to and end (only 10 more adventures to go! ha ha). I wanted to base the game roughly off the area of Mali, with a bit of the Middle East and Egypt thrown in for good taste. As I began to draw the map, and throw in the various cultures (Anthropology classes have ruined me, man), I began to think: will this appeal to my players? A few months ago, there was a thread on the boards about a Polynesian campaign. While I thought the idea was sort of neat, I kept thinking "it's not a game I'd want to play in". A few weeks ago, during a talk with a fellow GM, he mentioned some of the campaigns he had been involved in, and I mentally would say "hey, that sounds like it would have been fun" or "not worth my time". My question is, when the GM creates his world, how much thought should he be spending on the players in it? I know that, no matter what world I create, my group will play in it. We play for more reasons than just the silly game, and if I wanted to run a spelljammer campaign that was filled with every degree of silliness, my players would grumble and eventually play it. If I wanted to run a dark horror game, they'd clap their hands and play it. And if I wanted to play a campaign where they were all journalists in the Afghanistan war (I came close to doing it), they'd play it, even if they were a bit confused. I guess the question boils down to this: when the GM creates a campaign, who should he try to please more, his players or himself? [/QUOTE]
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