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Why we like plot: Our Job as DMs
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<blockquote data-quote="fuzzlewump" data-source="post: 4991293" data-attributes="member: 63214"><p>From my point of view, only if the players want their characters to be able to lose. I think most players want a real possibility of failure, because that makes success sweeter, so that does not interfere with OP's post at all.</p><p></p><p>If you do have players that don't want failure to be a possibility, then it shouldn't be. It's hard to imagine for me, but if that was the case that should be the game. Perhaps they keep coming back to life in a Planescape:Torment sort of way, or something along those lines.</p><p></p><p>Also, your "interesting situations" framework is not mutually exclusive from the original post. It's just a matter of making interesting situations from the desires of the players. For instance, a player tells you his character is searching for the man who killed his father. For a more rewarding game, the combats should make the character closer to finding that man. I don't agree with <em>every </em>combat, unless you're an incredibly sly writer. I don't think every character with separate goals can have their stories furthered by each combat.</p><p></p><p>And, if all player's want is to bust down doors and take treasure, then <em>that is </em>their dream that the OP is speaking of.</p></blockquote><p></p>
[QUOTE="fuzzlewump, post: 4991293, member: 63214"] From my point of view, only if the players want their characters to be able to lose. I think most players want a real possibility of failure, because that makes success sweeter, so that does not interfere with OP's post at all. If you do have players that don't want failure to be a possibility, then it shouldn't be. It's hard to imagine for me, but if that was the case that should be the game. Perhaps they keep coming back to life in a Planescape:Torment sort of way, or something along those lines. Also, your "interesting situations" framework is not mutually exclusive from the original post. It's just a matter of making interesting situations from the desires of the players. For instance, a player tells you his character is searching for the man who killed his father. For a more rewarding game, the combats should make the character closer to finding that man. I don't agree with [I]every [/I]combat, unless you're an incredibly sly writer. I don't think every character with separate goals can have their stories furthered by each combat. And, if all player's want is to bust down doors and take treasure, then [I]that is [/I]their dream that the OP is speaking of. [/QUOTE]
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