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General Tabletop Discussion
Character Builds & Optimization
Should we build for our players?
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<blockquote data-quote="GreatLemur" data-source="post: 3197879" data-attributes="member: 28553"><p>That's pretty much my take, too. But I'd also add that, in order to please everybody effectively, you try to put the player-pleasing elements up front in order to achieve buy-in with as little resistance as possible. Deeper in the meat of the campaign--and I don't mean during the 12th session, or something, just <em>after the initial pitch</em>, possibly after character creation, if necessary--then you bring in the stuff that you think is cool, but thought might turn the players off. If you've already got them hooked on the whole idea of the campaign, there shouldn't be a problem (assuming it's not something completely jarring to the paradigm they thought they were playing in).</p><p></p><p>My own inclination is to come up with a few campaign ideas and present them to the players before I really get deep into the setting development. That might get even more complicated if there's strong disagreement among the players about which campaign concept they'd prefer, though.</p><p></p><p>Anyway, for the record, Wik: I would be all over a North African-influenced fantasy campaign. Play up the different cultures and they exotic mythological elements well enough, and that would be completely badass.</p></blockquote><p></p>
[QUOTE="GreatLemur, post: 3197879, member: 28553"] That's pretty much my take, too. But I'd also add that, in order to please everybody effectively, you try to put the player-pleasing elements up front in order to achieve buy-in with as little resistance as possible. Deeper in the meat of the campaign--and I don't mean during the 12th session, or something, just [i]after the initial pitch[/i], possibly after character creation, if necessary--then you bring in the stuff that you think is cool, but thought might turn the players off. If you've already got them hooked on the whole idea of the campaign, there shouldn't be a problem (assuming it's not something completely jarring to the paradigm they thought they were playing in). My own inclination is to come up with a few campaign ideas and present them to the players before I really get deep into the setting development. That might get even more complicated if there's strong disagreement among the players about which campaign concept they'd prefer, though. Anyway, for the record, Wik: I would be all over a North African-influenced fantasy campaign. Play up the different cultures and they exotic mythological elements well enough, and that would be completely badass. [/QUOTE]
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