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Why is it so hard to change a world?
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<blockquote data-quote="BSF" data-source="post: 1102059" data-attributes="member: 13098"><p>This issue is one of the things that ultimately turned me off FR. Too many high level NPC's that are so freakin' powerful the PC's have a difficult time being the big heroes. Then there were the players that knew FR and would try to tell me how to run it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /> (I'm sorry, I thought _I_ was running the adventure. Why don't you run it and I will play? No? Then please sit down, thank you.)</p><p></p><p>I used to think Elminster was cool, until I remembered that every character that plays in a long term campaign wants to _be_ Elminster. Not the second best Wizard in the world, much less a struggling contender for the top 20 spellcasters. OK, that isn't quite true. Not every character seeks out fame, power and all that. But a whole lot of them sure do! </p><p></p><p>Nowadays, I have no problem killing off a powerful NPC. If it is a bad guy, I _want_ the characters to be gunning for them. If it is a good guy, I want the bad guys to be gunning for them so that the characters will try to avenge their deaths! If the characters then begin to move in to fill that void, all the better! I want the change. I want it to be through the actions/inactions of the characters. I want to run games where the focal point of the story is the characters. Yes, there are NPC's involved in the stories. Yes, there are other events going on in the world. Heck, maybe there are even big events going on elsewhere that the characters get to hear aobut afterward. That is what makes it a dynamic environment. It seems to make the players excited about playing in it. I let my players know that they are changing the world and I give them feedback on how that happens. </p><p></p><p>But, not everyone feels the same way. Different DM'ing styles.</p></blockquote><p></p>
[QUOTE="BSF, post: 1102059, member: 13098"] This issue is one of the things that ultimately turned me off FR. Too many high level NPC's that are so freakin' powerful the PC's have a difficult time being the big heroes. Then there were the players that knew FR and would try to tell me how to run it. :rolleyes: (I'm sorry, I thought _I_ was running the adventure. Why don't you run it and I will play? No? Then please sit down, thank you.) I used to think Elminster was cool, until I remembered that every character that plays in a long term campaign wants to _be_ Elminster. Not the second best Wizard in the world, much less a struggling contender for the top 20 spellcasters. OK, that isn't quite true. Not every character seeks out fame, power and all that. But a whole lot of them sure do! Nowadays, I have no problem killing off a powerful NPC. If it is a bad guy, I _want_ the characters to be gunning for them. If it is a good guy, I want the bad guys to be gunning for them so that the characters will try to avenge their deaths! If the characters then begin to move in to fill that void, all the better! I want the change. I want it to be through the actions/inactions of the characters. I want to run games where the focal point of the story is the characters. Yes, there are NPC's involved in the stories. Yes, there are other events going on in the world. Heck, maybe there are even big events going on elsewhere that the characters get to hear aobut afterward. That is what makes it a dynamic environment. It seems to make the players excited about playing in it. I let my players know that they are changing the world and I give them feedback on how that happens. But, not everyone feels the same way. Different DM'ing styles. [/QUOTE]
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