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What Motivates You To Join A Campaign?
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<blockquote data-quote="airwalkrr" data-source="post: 3336023" data-attributes="member: 12460"><p>I suppose I will go ahead and chime in with what motivates me to join a campaign. The most important thing for me is a DM who knows the rules and is in control. I also tend to prefer games set in Greyhawk, but hardly ever get to play in one so I could hardly call that a requirement. I like a DM who knows how to say no to his players, even if he is saying no to me. That shows me that he is thinking about the consequences allowing a certain thing into the campaign world will mean, and that also means he therefore must have a plan for how he wants things to unfold, or at least a vague idea. Now of course, some DMs are simply prejudiced towards certain things. I once met a DM who never allowd magic missile in his campaigns, even in AD&D. There was no talking him out of it. He was simply of the opinion that there should be no automatic hits in the game that did not at least give you a save, at leasts not for a 1st level spell. He once offered to let my wizard learn it as a 3rd or 4th level spell, an offer which I turned down. But on the whole, if a DM is limiting what things come into his campaign, it is because he is trying to create a specific environment, and I appreciate the thought that goes into that. I like it when a DM is knowledgeable and in enough control of the game to make me think I am choosing my own path, even when I am being gently guided.</p><p></p><p>Other than Greyhawk, I also tend to favor games where I know the players, but I will play with almost anybody once. If I can't stand a person, I can always find some solutions, the simplest of which involves leaving the game.</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 3336023, member: 12460"] I suppose I will go ahead and chime in with what motivates me to join a campaign. The most important thing for me is a DM who knows the rules and is in control. I also tend to prefer games set in Greyhawk, but hardly ever get to play in one so I could hardly call that a requirement. I like a DM who knows how to say no to his players, even if he is saying no to me. That shows me that he is thinking about the consequences allowing a certain thing into the campaign world will mean, and that also means he therefore must have a plan for how he wants things to unfold, or at least a vague idea. Now of course, some DMs are simply prejudiced towards certain things. I once met a DM who never allowd magic missile in his campaigns, even in AD&D. There was no talking him out of it. He was simply of the opinion that there should be no automatic hits in the game that did not at least give you a save, at leasts not for a 1st level spell. He once offered to let my wizard learn it as a 3rd or 4th level spell, an offer which I turned down. But on the whole, if a DM is limiting what things come into his campaign, it is because he is trying to create a specific environment, and I appreciate the thought that goes into that. I like it when a DM is knowledgeable and in enough control of the game to make me think I am choosing my own path, even when I am being gently guided. Other than Greyhawk, I also tend to favor games where I know the players, but I will play with almost anybody once. If I can't stand a person, I can always find some solutions, the simplest of which involves leaving the game. [/QUOTE]
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