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<blockquote data-quote="Wombat" data-source="post: 1933508" data-attributes="member: 8447"><p>My players have given me positive feedback in three areas:</p><p></p><p>1) World creation. They feel like the worlds I put together feel very real, like they can smell the food, know what people wear, how nations fit together, etc. I take that as a <em>huge </em> compliment. <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><p></p><p>2) Role-playing NPCs. They know exactly who they are dealing with by word choice, accent, body language, etc. And they feel like the NPCs are much more than simply a collection of stats or a plot hook.</p><p></p><p>3) Improvising. Since they tend to run off at all sorts of odd angles, I often find myself having to fill in a lot in my adventures (which is a lot of fun!). Ask them about the infamous One Sentence Adventure sometime. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Okay, where I do more poorly...</p><p></p><p>1) Overly tricky political/moral situations. There are times when my players think I have gone <em>too </em> grey in my interpretations; they wanted to deal with Moral Greys and Questionable NPCs, but think I tipped too far that way.</p><p></p><p>2) Giving them too many choices. I enjoy watching them make choices, but they feel I should definitely limit their options, especially in choices of where to go when searching for clues to a mystery. This is pretty much a backlash on my part to being railroaded a few too many times and, again, I went too far. I'm working on it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>3) High level adventures. Any game that goes above about 12th level I do very poorly. I start looking at the rules, realizing all the permutations available with all that magic, all those feats, all that equipment and all those abilities and I realize that if I put them all into affect in my world, the world would spin wildly out of control from the vision of it that I had. Subsequently, I have had difficult time trying, then, to put in any opponents at high levels other than other high level NPCs, which some of my players find very boring. This coupled with my general loathing of planar adventuring, high level adventures become, at best, tricky business. I guess this explains why I start all my campaigns at low levels and stop my campaigns somewhere around 8th-12th level. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Wombat, post: 1933508, member: 8447"] My players have given me positive feedback in three areas: 1) World creation. They feel like the worlds I put together feel very real, like they can smell the food, know what people wear, how nations fit together, etc. I take that as a [I]huge [/I] compliment. :) 2) Role-playing NPCs. They know exactly who they are dealing with by word choice, accent, body language, etc. And they feel like the NPCs are much more than simply a collection of stats or a plot hook. 3) Improvising. Since they tend to run off at all sorts of odd angles, I often find myself having to fill in a lot in my adventures (which is a lot of fun!). Ask them about the infamous One Sentence Adventure sometime. ;) Okay, where I do more poorly... 1) Overly tricky political/moral situations. There are times when my players think I have gone [I]too [/I] grey in my interpretations; they wanted to deal with Moral Greys and Questionable NPCs, but think I tipped too far that way. 2) Giving them too many choices. I enjoy watching them make choices, but they feel I should definitely limit their options, especially in choices of where to go when searching for clues to a mystery. This is pretty much a backlash on my part to being railroaded a few too many times and, again, I went too far. I'm working on it. ;) 3) High level adventures. Any game that goes above about 12th level I do very poorly. I start looking at the rules, realizing all the permutations available with all that magic, all those feats, all that equipment and all those abilities and I realize that if I put them all into affect in my world, the world would spin wildly out of control from the vision of it that I had. Subsequently, I have had difficult time trying, then, to put in any opponents at high levels other than other high level NPCs, which some of my players find very boring. This coupled with my general loathing of planar adventuring, high level adventures become, at best, tricky business. I guess this explains why I start all my campaigns at low levels and stop my campaigns somewhere around 8th-12th level. ;) [/QUOTE]
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