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<blockquote data-quote="Hussar" data-source="post: 4732639" data-attributes="member: 22779"><p>I play D&D because it's an enjoyable passtime that has become my hobby. In other words, I do it because I like to do it.</p><p></p><p></p><p></p><p>Hrm, would I do something else creative if I wasn't doing RPG's? That's a tough question really. I've been gaming for most of my life, so, I really don't know what would happen if I stopped. I'm going to waffle here and choose a little of column A and a little of column B. Gaming is an outlet for my creativity, but, the pressure of running a good game also forces me to be creative. </p><p></p><p></p><p></p><p>I'm going to take that last question first. About the only thing gaming offers that is unique to itself is the group aspect. If I write a story, that's all on me and, other than letting someone read it, there is no interaction with other people involved in actually writing (researching maybe) typically. </p><p></p><p>By creating through gaming, I can get a pretty much immediate response to what I create (good or bad <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=":)" />) and I can use those responses to guide further creation. </p><p></p><p></p><p></p><p>I'm not sure I understand the question. "Own"? You mean in the legal sense? I suppose that I do. "Own" as in whose campaign is it? I would say that each campaign belongs to the group that plays it. Even if were to run the exact same campaign for a different group of people (which I have done - I've run modules for more than one group for example) I would still consider the campaign to belong to the group. At least I would consider my most successful campaigns as belonging to the group.</p><p></p><p></p><p></p><p>I often run published adventures, particularly in 3e DND. I also run homebrews as well. And I've been a player in both. No, I don't think it affects my position very much.</p><p></p><p></p><p></p><p>My characters? Oh, those are mine. Totally and completely. If they weren't, I would consider it a failure in gameplay. </p><p></p><p></p><p></p><p>Neither really. I'm impressed by a game which manages to draw me as the player into the story. There are so many methods for doing that, coming both from being original and playing on established tropes, that I don't think I could make that distinction. So long as the game is pulling the players into the campaign, making them actually care what happens and how it happens, that's what impresses me. The how is less important than the result.</p><p></p><p></p><p></p><p>None of the above. You win when everyone is having a good time. End of story as far as I'm concerned. If that means you are doing PnP Diablo, more power to you, if that means you're Furry LARPing, go right ahead.</p><p></p><p></p><p></p><p>The rules provide a framework for determining the result of actions that matter; when the results of an action are in question and those results, good or bad, have an impact on the game. </p><p></p><p></p><p></p><p>I'm not sure if this is my favourite memory, but, this one sticks out in my mind as probably having the greatest impact on my playstyle attitudes. ((BTW, appologies for the gaming story - <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>Several years ago I was involved in a 2e DND game set in the Keep on the Borderlands. As I recall, there were 4 players plus the DM. We'd all met through the local FLGS and were playing together for the first time. Several sessions in, we'd settled down and started working together.</p><p></p><p>One player, not myself, is playing a thief and decides that he wants to rob the gem merchant in the Keep. He spends a session or two getting the rest of the players on board with this plan and we all agree that this would be fun. He then spends the next session or two (I believe this was three sessions in total - not the only thing we did for these sessions, but, it did get significant air time in each session) working out a very good plan for robbing the merchant, getting the lay of the land, following the merchant to find out his routine, that sort of thing.</p><p></p><p>Finally, he sets up the plan, and we get ready. Unfortunately the DM decides, a few hours of in-game time before we are to put our plan into action, that the merchant, whom we'd dealt with quite profitably numerous times before, would leave town with no warning and take everything with him, completely closing up shop.</p><p></p><p>We were stunned. The players were so disappointed. We had spent so much time building up to this, to be so let down by the DM was crushing. </p><p></p><p>It was the last session we played with that DM. The entire group revolted on the spot and quit the campaign.</p><p></p><p>I learned more about gaming in those three or four sessions than I think I had learned in many years gaming previously. I learned very clearly, that there are absolutely piss poor DM's out there, that widdling on your players like that is a VERY bad thing, and that you should always, ALWAYS as a DM, think before you act.</p><p></p><p></p><p></p><p>You are very welcome.</p></blockquote><p></p>
[QUOTE="Hussar, post: 4732639, member: 22779"] I play D&D because it's an enjoyable passtime that has become my hobby. In other words, I do it because I like to do it. Hrm, would I do something else creative if I wasn't doing RPG's? That's a tough question really. I've been gaming for most of my life, so, I really don't know what would happen if I stopped. I'm going to waffle here and choose a little of column A and a little of column B. Gaming is an outlet for my creativity, but, the pressure of running a good game also forces me to be creative. I'm going to take that last question first. About the only thing gaming offers that is unique to itself is the group aspect. If I write a story, that's all on me and, other than letting someone read it, there is no interaction with other people involved in actually writing (researching maybe) typically. By creating through gaming, I can get a pretty much immediate response to what I create (good or bad :)) and I can use those responses to guide further creation. I'm not sure I understand the question. "Own"? You mean in the legal sense? I suppose that I do. "Own" as in whose campaign is it? I would say that each campaign belongs to the group that plays it. Even if were to run the exact same campaign for a different group of people (which I have done - I've run modules for more than one group for example) I would still consider the campaign to belong to the group. At least I would consider my most successful campaigns as belonging to the group. I often run published adventures, particularly in 3e DND. I also run homebrews as well. And I've been a player in both. No, I don't think it affects my position very much. My characters? Oh, those are mine. Totally and completely. If they weren't, I would consider it a failure in gameplay. Neither really. I'm impressed by a game which manages to draw me as the player into the story. There are so many methods for doing that, coming both from being original and playing on established tropes, that I don't think I could make that distinction. So long as the game is pulling the players into the campaign, making them actually care what happens and how it happens, that's what impresses me. The how is less important than the result. None of the above. You win when everyone is having a good time. End of story as far as I'm concerned. If that means you are doing PnP Diablo, more power to you, if that means you're Furry LARPing, go right ahead. The rules provide a framework for determining the result of actions that matter; when the results of an action are in question and those results, good or bad, have an impact on the game. I'm not sure if this is my favourite memory, but, this one sticks out in my mind as probably having the greatest impact on my playstyle attitudes. ((BTW, appologies for the gaming story - :) )) Several years ago I was involved in a 2e DND game set in the Keep on the Borderlands. As I recall, there were 4 players plus the DM. We'd all met through the local FLGS and were playing together for the first time. Several sessions in, we'd settled down and started working together. One player, not myself, is playing a thief and decides that he wants to rob the gem merchant in the Keep. He spends a session or two getting the rest of the players on board with this plan and we all agree that this would be fun. He then spends the next session or two (I believe this was three sessions in total - not the only thing we did for these sessions, but, it did get significant air time in each session) working out a very good plan for robbing the merchant, getting the lay of the land, following the merchant to find out his routine, that sort of thing. Finally, he sets up the plan, and we get ready. Unfortunately the DM decides, a few hours of in-game time before we are to put our plan into action, that the merchant, whom we'd dealt with quite profitably numerous times before, would leave town with no warning and take everything with him, completely closing up shop. We were stunned. The players were so disappointed. We had spent so much time building up to this, to be so let down by the DM was crushing. It was the last session we played with that DM. The entire group revolted on the spot and quit the campaign. I learned more about gaming in those three or four sessions than I think I had learned in many years gaming previously. I learned very clearly, that there are absolutely piss poor DM's out there, that widdling on your players like that is a VERY bad thing, and that you should always, ALWAYS as a DM, think before you act. You are very welcome. [/QUOTE]
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