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*Dungeons & Dragons
What do you do when your players are gunshy?
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<blockquote data-quote="Herobizkit" data-source="post: 6787255" data-attributes="member: 36150"><p>And here's what I mean. If the players decide they no longer want to save the world, your solution is to trash the campaign and make a brand new setting from scratch rather than move on and let the former events play out.</p><p></p><p>Think of it like real-like jobs. Say you're working at McDonald's for a few years, then later decide you don't want that anymore, so you apply and start working at a call centre. When that doesn't pan out, say you go to college for a few years and get some extra training as an electrician...</p><p></p><p>In both cases, McDonald's doesn't crumple and people still call the call centre; the only difference is, you no longer affect what happens there. Same thing goes for campaigns. People change their minds all the time - why does the world have to end because the heroes decide the main plot isn't their plot any more?</p><p></p><p>Now, that said, if they're disgusted with their _charatacters_, that's a good reason to tableflip. But if their characters are fine and the world is fine, why not start them down a new path and let the old path continue in the background?</p><p></p><p></p><p></p><p>Which I get, I suppose, but WHY are these restrictions in place? My best guess is because they fit YOUR idea of the campaign world/setting you've created. And in all fairness, these aren't unreasonable requests. I'm curious as to why you need to house rule casters, though (except for Dark Sun - that one I understand very well).</p><p></p><p></p><p>Now, did YOU pick these or did the players actually say that's what they wanted? Because, again, if you decided "this is how your character is" based on what they wrote, you are taking narrative control away from the players and making it YOUR story.</p><p></p><p>I think I'm starting to understand what's the issue here... as a writer, you enjoy creating worlds, settings, and plots, and when you try and lay these down on players who think and do what THEY want, it often rails against what YOU want or expect to happen. Then, when you try and nudge/force the plot to go the way you want, the players feel cheated or trapped and want out.</p><p></p><p>You're a setting junkie! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>I'm not terribly sure what to offer as a solution to this at present. I recall reading some articles online a few months back about situations like this... if I can find them again, I'll point them to you. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Herobizkit, post: 6787255, member: 36150"] And here's what I mean. If the players decide they no longer want to save the world, your solution is to trash the campaign and make a brand new setting from scratch rather than move on and let the former events play out. Think of it like real-like jobs. Say you're working at McDonald's for a few years, then later decide you don't want that anymore, so you apply and start working at a call centre. When that doesn't pan out, say you go to college for a few years and get some extra training as an electrician... In both cases, McDonald's doesn't crumple and people still call the call centre; the only difference is, you no longer affect what happens there. Same thing goes for campaigns. People change their minds all the time - why does the world have to end because the heroes decide the main plot isn't their plot any more? Now, that said, if they're disgusted with their _charatacters_, that's a good reason to tableflip. But if their characters are fine and the world is fine, why not start them down a new path and let the old path continue in the background? Which I get, I suppose, but WHY are these restrictions in place? My best guess is because they fit YOUR idea of the campaign world/setting you've created. And in all fairness, these aren't unreasonable requests. I'm curious as to why you need to house rule casters, though (except for Dark Sun - that one I understand very well). Now, did YOU pick these or did the players actually say that's what they wanted? Because, again, if you decided "this is how your character is" based on what they wrote, you are taking narrative control away from the players and making it YOUR story. I think I'm starting to understand what's the issue here... as a writer, you enjoy creating worlds, settings, and plots, and when you try and lay these down on players who think and do what THEY want, it often rails against what YOU want or expect to happen. Then, when you try and nudge/force the plot to go the way you want, the players feel cheated or trapped and want out. You're a setting junkie! :D I'm not terribly sure what to offer as a solution to this at present. I recall reading some articles online a few months back about situations like this... if I can find them again, I'll point them to you. :) [/QUOTE]
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What do you do when your players are gunshy?
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