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Twist. Just DM enjoyment or OK for Players?
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<blockquote data-quote="Guest 6801718" data-source="post: 6987701"><p>I don't know your players, so I really can't say what they would like. Though having sprung some surprises on my group when I DM, I can offer some advice. I once did a zombie apocalypse game. I started off like any regular fantasy game and had the zombie outbreak happen around level 5. I though it would be cool and the group would be more invested in the game world if they contributed their npcs and backgrounds, got to live with them for a while and then I brought on the disaster that they had to survive and fix. Now, in a story like a novel or a movie, something like this is great. In a game, it turned out to be not so hot. Some players lost interest in the world when it suddenly changed. Some became so worried about protecting everyone they loved that they didn't want to engage in the game world as much. The fear of loosing something became too much for them. </p><p></p><p>So what I learned is that from the start of any given game, you need transparency and open communication. If you're not sure what the group will like, just ask them ahead of time. You don't need to tip your hand on what's going on. Just ask if they would like the game to have a big plot twist or mystery to unravel. If they are receptive to the idea, then proceed as planned. Plus it may help them get into the mindset that they have something to solve and be more wary of clues. In my zombie game, I had plenty of clues that the apocalypse was coming. Random undead encounters that didn't make sense. Unseasonably cold weather and wilting crops. Detect magic always picking up just a touch of necromancy. Stuff like that. They never picked up on it until the outbreak was in full swing. They just thought it was a D&D game like any other. So they weren't putting pieces together. I think the same may happen with you group. You don't want them to feel cheated or duped. Especially since it could lead to trust issues with the rest of the game world. Who else is plotting against them behind their backs? </p><p></p><p>When I discussed the idea for my zombie campaign with others who weren't playing it, it sounded awesome to them. When the game crashed and burned, I talked it over with my players. They all agreed that the idea of the game sounded cool, now that they knew. Not knowing going in really did some damage though. So be open about your intents but keep the plot and clues to yourself for the game. That would be my advice. Then you can avoid having to scrap a good story idea for the issues that may pop up trying to pull off your idea. I'm sure your friends would think the idea is cool too. It's pretty likely you have similar tastes to them, after all. Though deception can do real damage to a game with some unexpected consequences.</p></blockquote><p></p>
[QUOTE="Guest 6801718, post: 6987701"] I don't know your players, so I really can't say what they would like. Though having sprung some surprises on my group when I DM, I can offer some advice. I once did a zombie apocalypse game. I started off like any regular fantasy game and had the zombie outbreak happen around level 5. I though it would be cool and the group would be more invested in the game world if they contributed their npcs and backgrounds, got to live with them for a while and then I brought on the disaster that they had to survive and fix. Now, in a story like a novel or a movie, something like this is great. In a game, it turned out to be not so hot. Some players lost interest in the world when it suddenly changed. Some became so worried about protecting everyone they loved that they didn't want to engage in the game world as much. The fear of loosing something became too much for them. So what I learned is that from the start of any given game, you need transparency and open communication. If you're not sure what the group will like, just ask them ahead of time. You don't need to tip your hand on what's going on. Just ask if they would like the game to have a big plot twist or mystery to unravel. If they are receptive to the idea, then proceed as planned. Plus it may help them get into the mindset that they have something to solve and be more wary of clues. In my zombie game, I had plenty of clues that the apocalypse was coming. Random undead encounters that didn't make sense. Unseasonably cold weather and wilting crops. Detect magic always picking up just a touch of necromancy. Stuff like that. They never picked up on it until the outbreak was in full swing. They just thought it was a D&D game like any other. So they weren't putting pieces together. I think the same may happen with you group. You don't want them to feel cheated or duped. Especially since it could lead to trust issues with the rest of the game world. Who else is plotting against them behind their backs? When I discussed the idea for my zombie campaign with others who weren't playing it, it sounded awesome to them. When the game crashed and burned, I talked it over with my players. They all agreed that the idea of the game sounded cool, now that they knew. Not knowing going in really did some damage though. So be open about your intents but keep the plot and clues to yourself for the game. That would be my advice. Then you can avoid having to scrap a good story idea for the issues that may pop up trying to pull off your idea. I'm sure your friends would think the idea is cool too. It's pretty likely you have similar tastes to them, after all. Though deception can do real damage to a game with some unexpected consequences. [/QUOTE]
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