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General Tabletop Discussion
*TTRPGs General
Weaving the plot around the characters
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<blockquote data-quote="BigRedRod" data-source="post: 1875675" data-attributes="member: 24647"><p>It seems to me that the best type of gaming is that which revolves around the players, and yet it seems the rarest.</p><p></p><p>Published modules don't take this in to account for the most part (usually just giving a little "perhaps a player recieves a message from his uncle about blah blah" in one of the possible hook lines). I'm not criticising published modules, I understand that they can't really do any better at weaving the player characters in tot he plot (each party is made up of a differrent collection of individuals)</p><p></p><p>But it seems to have set a trend for DMs who write their own adventures to simply craft it regardless of who the players are. And this in turn seems to have given rise to leagions of poor players who don't/can't/won't make an interesting character which has possibilities for the DM to exploit in character weaving should he wish to do so</p><p></p><p>Only in one of the games in which I play has any weaving taken place. And to do this I had to bug the DM for long periods. At first he simply didn't seem to understand and thought I was just attention seeking and/or being lazy, with wanting him to fill in some blanks with my character's past (the concept is hardly original on my part, but a character with partial amnesia and false memories appealed to me). However eventually he grasped that this could allow him to make the game more personal and immersive</p><p></p><p>Now as a DM I realise I've done little to tailor my games directly to my players. I Was wondering to what extent you people do it? Or if anyone had any nice examples? I feel I can really make my games more fun if only I could actually somehow connect the players to the plots they are currently chasing</p></blockquote><p></p>
[QUOTE="BigRedRod, post: 1875675, member: 24647"] It seems to me that the best type of gaming is that which revolves around the players, and yet it seems the rarest. Published modules don't take this in to account for the most part (usually just giving a little "perhaps a player recieves a message from his uncle about blah blah" in one of the possible hook lines). I'm not criticising published modules, I understand that they can't really do any better at weaving the player characters in tot he plot (each party is made up of a differrent collection of individuals) But it seems to have set a trend for DMs who write their own adventures to simply craft it regardless of who the players are. And this in turn seems to have given rise to leagions of poor players who don't/can't/won't make an interesting character which has possibilities for the DM to exploit in character weaving should he wish to do so Only in one of the games in which I play has any weaving taken place. And to do this I had to bug the DM for long periods. At first he simply didn't seem to understand and thought I was just attention seeking and/or being lazy, with wanting him to fill in some blanks with my character's past (the concept is hardly original on my part, but a character with partial amnesia and false memories appealed to me). However eventually he grasped that this could allow him to make the game more personal and immersive Now as a DM I realise I've done little to tailor my games directly to my players. I Was wondering to what extent you people do it? Or if anyone had any nice examples? I feel I can really make my games more fun if only I could actually somehow connect the players to the plots they are currently chasing [/QUOTE]
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