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<blockquote data-quote="Remathilis" data-source="post: 4700721" data-attributes="member: 7635"><p>Long ago in a magazine called Dragon they presented the First Rule of Dungeoncraft: </p><p></p><p></p><p></p><p>Its a simple rule to force DMs to remember who is the PROTAGONIST of the story, the PCs. (Note: not hero, not most important, but whose eyes the story will be seen). </p><p></p><p>The first example Jack7 laid out was just that: Focus the story (and thus the game) around them. Bob the fighter will find a magic bastard sword because, well, he's specialized in bastard sword, not halbred. There is no point to rolling up a staff of the Wilderness for a druidless party. If no one can wear heavy armor, that +5 Plate is just so much GP (or residuum in 4e). </p><p></p><p>Still, it extends beyond that. Things happen simply because the PCs are there. Why are bandits attacking the town of Restenford? Because the PCs just entered the town or Restenford. Or they are from Restenford, heard about the attacks, and decide to defend their home. Etc. No one cares of Restenford has a bandit problem unless it involves the PCs somehow. Few DMs would bother to create a bandit problem in Restenford unless it was supposed to involve the PCs. While sometimes grander plots exist beyond the scope of what the PCs are doing (Oh noes! the King is really a vampire!) Events that happen when the PCs aren't involved are wasted thought.</p><p></p><p>The trick is to make Restenford's bandit problem LOOK like a natural, random occurrence WHILE actually making it about the PCs. That is the key to good DMing. However, it doesn't make the world a simulation, it still only matters because the PCs are going to get involved in it.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 4700721, member: 7635"] Long ago in a magazine called Dragon they presented the First Rule of Dungeoncraft: Its a simple rule to force DMs to remember who is the PROTAGONIST of the story, the PCs. (Note: not hero, not most important, but whose eyes the story will be seen). The first example Jack7 laid out was just that: Focus the story (and thus the game) around them. Bob the fighter will find a magic bastard sword because, well, he's specialized in bastard sword, not halbred. There is no point to rolling up a staff of the Wilderness for a druidless party. If no one can wear heavy armor, that +5 Plate is just so much GP (or residuum in 4e). Still, it extends beyond that. Things happen simply because the PCs are there. Why are bandits attacking the town of Restenford? Because the PCs just entered the town or Restenford. Or they are from Restenford, heard about the attacks, and decide to defend their home. Etc. No one cares of Restenford has a bandit problem unless it involves the PCs somehow. Few DMs would bother to create a bandit problem in Restenford unless it was supposed to involve the PCs. While sometimes grander plots exist beyond the scope of what the PCs are doing (Oh noes! the King is really a vampire!) Events that happen when the PCs aren't involved are wasted thought. The trick is to make Restenford's bandit problem LOOK like a natural, random occurrence WHILE actually making it about the PCs. That is the key to good DMing. However, it doesn't make the world a simulation, it still only matters because the PCs are going to get involved in it. [/QUOTE]
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