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<blockquote data-quote="jollyninja" data-source="post: 1920492" data-attributes="member: 3208"><p>well i've had multiple players tell me they are afraid to do anything in my game because it seems like even when they succeed they get screwed. yet they then proceed to tell me they have never had more fun playing Dnd so i'm not changing anything. it's a rokugan d20 campaign in which they have recently been exiled from the empire for succeeding in saving it from being destroyed by the shadowlands. well thet's their perspective anyway. </p><p></p><p>I run a pretty free form (as in the first words out of my mouth each week are "so here's what happened last week as i recall........ so what are you guys doing now?") game so i'm not sure what's coming up exactly but i have built in a way for them to return to the empire that is fairly simple and another that will require epic level gaming. oddly the only character who has renounced the empire for exiling it's heroes is the only one who has taken the quick way and he doesn't even know it because nobody seems to have caught the exact details of the terms of their exile. because of the way i run my game, many of my onrunning plotlines come from random encounters (why were those shapshifting ninja's there?, oh well i guess there's some kind of prophesy to do with the peasant monk that the bbeg doesn't want coming true, i should make a note of that for later he he he). they stopped ignoring insane rambling people who turn to dust and float away on the wind and things of that nature recently so they are learning what my games are like after a year and a half. i finally had to tell one of them, every thing that comes out of my mouth at the table other then my choice of pizza topings, which might not, has signifigance at some point in the game. I've been dropping hints left and right about how to get back in but i refuse to drag them back kicking and screaming to the only part of the setting with any documentation or maps if that's not what their characters want to do. the problem with letting the players do anything is that sometimes they exercise their inherant right to be contrary. they also assume that i won't let the stupidity of trying to cross a 500 mile desert with no knowledge of deserts kill them after 5 months of weekly 6-8 hour sessions in this campaign. i wish they were wrong, i hate that much wasted effort and if i don't get all the ins and outs of the campaign in the open, in game, i'm gonna cry.</p></blockquote><p></p>
[QUOTE="jollyninja, post: 1920492, member: 3208"] well i've had multiple players tell me they are afraid to do anything in my game because it seems like even when they succeed they get screwed. yet they then proceed to tell me they have never had more fun playing Dnd so i'm not changing anything. it's a rokugan d20 campaign in which they have recently been exiled from the empire for succeeding in saving it from being destroyed by the shadowlands. well thet's their perspective anyway. I run a pretty free form (as in the first words out of my mouth each week are "so here's what happened last week as i recall........ so what are you guys doing now?") game so i'm not sure what's coming up exactly but i have built in a way for them to return to the empire that is fairly simple and another that will require epic level gaming. oddly the only character who has renounced the empire for exiling it's heroes is the only one who has taken the quick way and he doesn't even know it because nobody seems to have caught the exact details of the terms of their exile. because of the way i run my game, many of my onrunning plotlines come from random encounters (why were those shapshifting ninja's there?, oh well i guess there's some kind of prophesy to do with the peasant monk that the bbeg doesn't want coming true, i should make a note of that for later he he he). they stopped ignoring insane rambling people who turn to dust and float away on the wind and things of that nature recently so they are learning what my games are like after a year and a half. i finally had to tell one of them, every thing that comes out of my mouth at the table other then my choice of pizza topings, which might not, has signifigance at some point in the game. I've been dropping hints left and right about how to get back in but i refuse to drag them back kicking and screaming to the only part of the setting with any documentation or maps if that's not what their characters want to do. the problem with letting the players do anything is that sometimes they exercise their inherant right to be contrary. they also assume that i won't let the stupidity of trying to cross a 500 mile desert with no knowledge of deserts kill them after 5 months of weekly 6-8 hour sessions in this campaign. i wish they were wrong, i hate that much wasted effort and if i don't get all the ins and outs of the campaign in the open, in game, i'm gonna cry. [/QUOTE]
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