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General Tabletop Discussion
*TTRPGs General
The importance to RPGing of *engaging* situations
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<blockquote data-quote="nevin" data-source="post: 8977147" data-attributes="member: 7024481"><p>enerally I find compelling is something that drives what the characters want, or somehow intersects neatly with thier alignments goals and playstyle. When the players find it not compelling it's usually because they simply don't like the plot details of what you've thrown at them. Or they react in unexpected ways. I have a friend who loves rogues and thieves and the whole underworld thing. He's a great DM but he often hijacks his own games by having a thieves guild or assassains guild do some over the top thing that pisses off the hero's and then his cool flavor moment becomes the hunt down and kill all rogues and assasains in the city. Because that's what hero's do right? Even DM's get lost in thier perspective sometimes and forget to consider what the individual players and character's value.</p></blockquote><p></p>
[QUOTE="nevin, post: 8977147, member: 7024481"] enerally I find compelling is something that drives what the characters want, or somehow intersects neatly with thier alignments goals and playstyle. When the players find it not compelling it's usually because they simply don't like the plot details of what you've thrown at them. Or they react in unexpected ways. I have a friend who loves rogues and thieves and the whole underworld thing. He's a great DM but he often hijacks his own games by having a thieves guild or assassains guild do some over the top thing that pisses off the hero's and then his cool flavor moment becomes the hunt down and kill all rogues and assasains in the city. Because that's what hero's do right? Even DM's get lost in thier perspective sometimes and forget to consider what the individual players and character's value. [/QUOTE]
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