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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: 3199495" data-attributes="member: 28553"><p>I think that as long as you know your players, you ought to be able to avoid that sort of thing. You just got to be sure you're only using it to dress up the central themes you're looking to explore, not to sneak in ideas that your players will actively reject.</p><p></p><p>If you want to run a campaign focusing on civil war resulting from a religious schism in an empire, but think your players would be ambivalent about sectarian strife, then you can tell them that the people in this empire <em>ride dinosaurs</em> and have <em>magic tattoos</em>--if that's the kind of thing they're into--before you start getting into the actual plot that drives the action. Let them ride down heretics on triceratops-back the whole time, and it should be cool: They're getting what they were promised, and the stuff that you couldn't get them excited about before isn't getting in the way of their fun.</p><p></p><p>...But you <em>don't</em> pull this whole bit if you've got a guy in your group who really hates hearing about fantasy religious beliefs, because all the magic tattoos in the world ain't gonna make it okay for him.</p><p></p><p>Don't try it if you don't know your group, don't take away the incentive elements you used to sell the game, and only use this whole routine to get players excited about the campaign, not to trick them into playing something they dislike.</p><p></p><p>Admittedly, though, I've never actually had to try this method, so it could be a hell of a lot more precarious a balance than I'm imagining.</p></blockquote><p></p>
[QUOTE="GreatLemur, post: 3199495, member: 28553"] I think that as long as you know your players, you ought to be able to avoid that sort of thing. You just got to be sure you're only using it to dress up the central themes you're looking to explore, not to sneak in ideas that your players will actively reject. If you want to run a campaign focusing on civil war resulting from a religious schism in an empire, but think your players would be ambivalent about sectarian strife, then you can tell them that the people in this empire [i]ride dinosaurs[/i] and have [i]magic tattoos[/i]--if that's the kind of thing they're into--before you start getting into the actual plot that drives the action. Let them ride down heretics on triceratops-back the whole time, and it should be cool: They're getting what they were promised, and the stuff that you couldn't get them excited about before isn't getting in the way of their fun. ...But you [i]don't[/i] pull this whole bit if you've got a guy in your group who really hates hearing about fantasy religious beliefs, because all the magic tattoos in the world ain't gonna make it okay for him. Don't try it if you don't know your group, don't take away the incentive elements you used to sell the game, and only use this whole routine to get players excited about the campaign, not to trick them into playing something they dislike. Admittedly, though, I've never actually had to try this method, so it could be a hell of a lot more precarious a balance than I'm imagining. [/QUOTE]
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