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Where Has All the History Gone?
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<blockquote data-quote="Tale" data-source="post: 4897307" data-attributes="member: 71058"><p>I'm going to skip criticising the essay itself. Some others have done it well enough. And I'll get to my feelings on the subject matter.</p><p> </p><p>I like the idea in general. Last time I watched through Slayers, with Gourry's Sword of Light, Lina's Giga Slave, et cetera, I thought that if I ever ran a campaign, I'd like to encourage the player's to come up with similar things for a campaign. These things certainly would fall into the topic brought up in the original post. They're fascinating as a way of finding adventure hooks. If a player decides he wants to have an amulet that can summon an army, you now have the hook of trying to find a way to get him to use that amulet. Such as steering the campaign into a siege scenario. Or if they decide they want a super spell that can one-shot a big bad, but can only use it once per arc, you now organize the game around having a second even more powerful big bad! A powerful heirloom weapon can lead the players around to where you want if it ever gets stolen.</p><p> </p><p>These aren't something I see large amounts of official support for. At least not in any system that publishes campaigns for players to use. They're the type of things that define campaigns (like the One Ring did), so they need to be planned for. A published campaign can't really do it, unless it states the player character's backstories for them. They're more of a DM tool for creating a world. That you use to drag your players around or give yourself ideas with.</p></blockquote><p></p>
[QUOTE="Tale, post: 4897307, member: 71058"] I'm going to skip criticising the essay itself. Some others have done it well enough. And I'll get to my feelings on the subject matter. I like the idea in general. Last time I watched through Slayers, with Gourry's Sword of Light, Lina's Giga Slave, et cetera, I thought that if I ever ran a campaign, I'd like to encourage the player's to come up with similar things for a campaign. These things certainly would fall into the topic brought up in the original post. They're fascinating as a way of finding adventure hooks. If a player decides he wants to have an amulet that can summon an army, you now have the hook of trying to find a way to get him to use that amulet. Such as steering the campaign into a siege scenario. Or if they decide they want a super spell that can one-shot a big bad, but can only use it once per arc, you now organize the game around having a second even more powerful big bad! A powerful heirloom weapon can lead the players around to where you want if it ever gets stolen. These aren't something I see large amounts of official support for. At least not in any system that publishes campaigns for players to use. They're the type of things that define campaigns (like the One Ring did), so they need to be planned for. A published campaign can't really do it, unless it states the player character's backstories for them. They're more of a DM tool for creating a world. That you use to drag your players around or give yourself ideas with. [/QUOTE]
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