Zelda Themelin
First Post
Similar to The Red King.
I also have many stories, some plots and theme. Theme is only thing that I don't change. Other things pc might meet or not, depending what they choose to do. Unless I run adventure path written by someone else, then I mostly ran that and cut and paste encounters that are important that pc:s miss.
I sometimes write npc:s lines down to remember what it knows/says/lies about but I don't read it like "box text".
I don't care who pc:s choose to listen to, trust, lie to, kill etc. Sometimes it's a pity for them but so what. I prefer players surprising me. Even when playing adventure paths where I have to get them back to "path". Usually I approach their chosen attitudes. My players rarely play hero types. And when they do it's not "stupid" heroic.
I love writing stories, but I am not so much into trying to run one as rpg. They are supposed to be games too. As shared storytelling experience.
I honesty like playing railroady games, when dm runs something I like. And I don't like much challenge in paths I don't choose. I like challenge set in when I get to choose situations. I have also strong allergy for dm-controlled-power-with-negative-traits-and unpredicbility-rule-loseness. This includes artifacts and magic items I am tricked to pick up. If your player drops some plot heavy magic item like it would be hot coals true reason might lie in dislike like this. No matter what in-game excuse is.
When player chooses to refuse and adventure (with in-game "reason"), seperete party, put on mysterious stranger act, loose plot items, dodge travel routes I always tend to read this as sorta "rebellion". This is very reason why I avoid pre-written storylines. Unless they are adventure paths written by others. Magic here is that players don't expect writer to "know them" and they tend to act more nice because they want to do the adventure. Nice bonus is I don't get personally offended then they start gripe-fest over some detail.
When I did dungeon grinds I had unwritten rule to kill soloing player first. Solo-play when there is group around is terrible annoying. I refuse to play under dm:s who do that. Yes some dm:s did that on purpose to give more time to "interesting" players (aka their better friends). Or worse yet when one had only 2 players run separate games on them when one player decided his character hated the other pc:s character and pvp was "not allowed":
I also have many stories, some plots and theme. Theme is only thing that I don't change. Other things pc might meet or not, depending what they choose to do. Unless I run adventure path written by someone else, then I mostly ran that and cut and paste encounters that are important that pc:s miss.
I sometimes write npc:s lines down to remember what it knows/says/lies about but I don't read it like "box text".
I don't care who pc:s choose to listen to, trust, lie to, kill etc. Sometimes it's a pity for them but so what. I prefer players surprising me. Even when playing adventure paths where I have to get them back to "path". Usually I approach their chosen attitudes. My players rarely play hero types. And when they do it's not "stupid" heroic.
I love writing stories, but I am not so much into trying to run one as rpg. They are supposed to be games too. As shared storytelling experience.
I honesty like playing railroady games, when dm runs something I like. And I don't like much challenge in paths I don't choose. I like challenge set in when I get to choose situations. I have also strong allergy for dm-controlled-power-with-negative-traits-and unpredicbility-rule-loseness. This includes artifacts and magic items I am tricked to pick up. If your player drops some plot heavy magic item like it would be hot coals true reason might lie in dislike like this. No matter what in-game excuse is.
When player chooses to refuse and adventure (with in-game "reason"), seperete party, put on mysterious stranger act, loose plot items, dodge travel routes I always tend to read this as sorta "rebellion". This is very reason why I avoid pre-written storylines. Unless they are adventure paths written by others. Magic here is that players don't expect writer to "know them" and they tend to act more nice because they want to do the adventure. Nice bonus is I don't get personally offended then they start gripe-fest over some detail.
When I did dungeon grinds I had unwritten rule to kill soloing player first. Solo-play when there is group around is terrible annoying. I refuse to play under dm:s who do that. Yes some dm:s did that on purpose to give more time to "interesting" players (aka their better friends). Or worse yet when one had only 2 players run separate games on them when one player decided his character hated the other pc:s character and pvp was "not allowed":