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Why we like plot: Our Job as DMs
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<blockquote data-quote="Raven Crowking" data-source="post: 5024763" data-attributes="member: 18280"><p>I always assume that PCs have access to the folklore of the region they are in. I also assume that most players will set reasonable goals for the milieu (at least, once the milieu was understood).</p><p></p><p>Those who want to start out as the "Chosen of Thor" are simply told "No". </p><p></p><p>I am also willing to play a "That's what your PC believes" game if necessary, and if I think it will be fun.</p><p></p><p>Example: "My PC totally kicked his master's arse with a <em>fireball</em> before the game even started!" might turn out to mean "My master totally duped me into believing that I cast a <em>fireball</em>, while he stood by chuckling at his illusory demise. He then used my apparent power to set me up into thinking I could take on his enemies. While I destracted them by getting pounded, he nipped in and took what he wanted. Then he made sure to let me know what a fool I had been by showing me what a <em>fireball</em> actually looks like." </p><p></p><p>Of course, everything after "My master totally duped me into believing that I cast a <em>fireball</em>, while he stood by chuckling at his illusory demise." takes place in-game. So, perhaps, the player (or his comrades) catch on before it is too late.</p><p></p><p>Does the player come back? Meh.</p><p></p><p>In a not-so-distant game, in a campaign where the PCs were told (1) there are no good dragons, and (2) demons and devils pretend to be gods to dupe the foolish into doing their bidding, a player brought in a paladin of a hitherto-unknown "good dragon god". Can you guess what the reality was?</p><p></p><p></p><p></p><p>What about replacement characters, after the players presumably have some information to go on? It is, IME, usually when the players know something about the campaign milieu that they have become invested enough to care who, and what, they are related to.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5024763, member: 18280"] I always assume that PCs have access to the folklore of the region they are in. I also assume that most players will set reasonable goals for the milieu (at least, once the milieu was understood). Those who want to start out as the "Chosen of Thor" are simply told "No". I am also willing to play a "That's what your PC believes" game if necessary, and if I think it will be fun. Example: "My PC totally kicked his master's arse with a [i]fireball[/i] before the game even started!" might turn out to mean "My master totally duped me into believing that I cast a [i]fireball[/i], while he stood by chuckling at his illusory demise. He then used my apparent power to set me up into thinking I could take on his enemies. While I destracted them by getting pounded, he nipped in and took what he wanted. Then he made sure to let me know what a fool I had been by showing me what a [i]fireball[/i] actually looks like." Of course, everything after "My master totally duped me into believing that I cast a [i]fireball[/i], while he stood by chuckling at his illusory demise." takes place in-game. So, perhaps, the player (or his comrades) catch on before it is too late. Does the player come back? Meh. In a not-so-distant game, in a campaign where the PCs were told (1) there are no good dragons, and (2) demons and devils pretend to be gods to dupe the foolish into doing their bidding, a player brought in a paladin of a hitherto-unknown "good dragon god". Can you guess what the reality was? What about replacement characters, after the players presumably have some information to go on? It is, IME, usually when the players know something about the campaign milieu that they have become invested enough to care who, and what, they are related to. RC [/QUOTE]
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