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<blockquote data-quote="Hereticus" data-source="post: 4732620" data-attributes="member: 83093"><p>"Tell me about yourself" posts are always popular...</p><p></p><p>It is a social outlet with friends. Sometimes it is fun to escape from the real world and kill things.</p><p></p><p>An outlet, work life requires a different kind of creativity. It would be nearly impossible to play an interactive game with other people if you were not creative.</p><p></p><p>I do chronicle my games now, and I wish I started earlier. As a DM I encourage others to chronicle. I played in a Vampire/Dark Ages campaign that ran for five years. I have over 100 pages in 8 point font. Other players have done similar, from our own point of view. It is very interesting to compare perspectives after the fact.</p><p></p><p>They belong to the group, not the DM. As DM, i insist that most of my players write backgrounds for their characters. The campaign is then built around those backgrounds. Even canned modules can be tweeked to do that.</p><p></p><p>No, see above.</p><p></p><p>Excellent question. I have always borrowed concepts from past charaters of mine and other players for NPCs. For the latest campaign that I will be running this summer (hopefully), I've asked my players for old characters to include as NPCs. Most were too powerful to start play, but they love the idea of keeping them alive in a game.</p><p></p><p>As a DM, I never run a canned module as is, I awlays add color. Once I caught a player who read the module make choices that were too right. The "that's not suppose to happen" reaction was precious to watch.</p><p></p><p>Familiary is a basis to start at, established fictional races, mythology, settings, recreating historical events, current events, etc. A year or so a DM ran a campaign called "Emerald City", and it had nothing to do with Oz.</p><p></p><p>Your character wins by surviving. Players win by enjoying themselves.</p><p></p><p>Establish guidelines so the story flows.</p><p></p><p>There are so many, but some events (you'd have to have been there) are so memorable that friends remember them 10 or 20 years later. They have nothing to do with what you killed or how much loot you raked in, they are all about creative role play.</p></blockquote><p></p>
[QUOTE="Hereticus, post: 4732620, member: 83093"] "Tell me about yourself" posts are always popular... It is a social outlet with friends. Sometimes it is fun to escape from the real world and kill things. An outlet, work life requires a different kind of creativity. It would be nearly impossible to play an interactive game with other people if you were not creative. I do chronicle my games now, and I wish I started earlier. As a DM I encourage others to chronicle. I played in a Vampire/Dark Ages campaign that ran for five years. I have over 100 pages in 8 point font. Other players have done similar, from our own point of view. It is very interesting to compare perspectives after the fact. They belong to the group, not the DM. As DM, i insist that most of my players write backgrounds for their characters. The campaign is then built around those backgrounds. Even canned modules can be tweeked to do that. No, see above. Excellent question. I have always borrowed concepts from past charaters of mine and other players for NPCs. For the latest campaign that I will be running this summer (hopefully), I've asked my players for old characters to include as NPCs. Most were too powerful to start play, but they love the idea of keeping them alive in a game. As a DM, I never run a canned module as is, I awlays add color. Once I caught a player who read the module make choices that were too right. The "that's not suppose to happen" reaction was precious to watch. Familiary is a basis to start at, established fictional races, mythology, settings, recreating historical events, current events, etc. A year or so a DM ran a campaign called "Emerald City", and it had nothing to do with Oz. Your character wins by surviving. Players win by enjoying themselves. Establish guidelines so the story flows. There are so many, but some events (you'd have to have been there) are so memorable that friends remember them 10 or 20 years later. They have nothing to do with what you killed or how much loot you raked in, they are all about creative role play. [/QUOTE]
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