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Why we like plot: Our Job as DMs
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<blockquote data-quote="Hussar" data-source="post: 5027589" data-attributes="member: 22779"><p>It lacks depth because, at the time of character generation, the PC's have almost no connection to the campaign. While, as has been mentioned earlier, that depth may be achieved over time, that presumes that the campaign will last that long AND that the player will be playing the same character long enough to achieve that depth.</p><p></p><p>Which gets back to my point with RC about character death. If characters are replaceable, why would I, as the player, bother achieving any depth? If it makes absolutely no difference when I go to Giant Land whether I play a paladin or an assassin - we'll meet exactly the same things, in the keyed adventure (to use your words) - how can depth be achieved?</p><p></p><p>It's like saying that half way through a movie, you whack the protagonist, replace him with a totally new character with no previous interaction with the story and it will be as equally emotionally resonating as a movie where the protagonist actually continues throughout the entire story.</p><p></p><p>So, again, I'm going to ask, other than "over time" how do you achieve emotional resonance within the game?</p><p></p><p>This of course, presumes that emotional resonance, or depth is a goal of play. If it's not, then who cares? If I'm doing nothing but dungeon crawls, killing and looting with my buddies, then no worries. I LOVE that kind of gaming too. It's a blast. But, it's about as deep as the average rain puddle. Sometimes I want a campaign with a bit more meat to it. A more emotional experience. So, if I want to run a sandbox, or a "status quo" campaign, how can I achieve that resonance?</p></blockquote><p></p>
[QUOTE="Hussar, post: 5027589, member: 22779"] It lacks depth because, at the time of character generation, the PC's have almost no connection to the campaign. While, as has been mentioned earlier, that depth may be achieved over time, that presumes that the campaign will last that long AND that the player will be playing the same character long enough to achieve that depth. Which gets back to my point with RC about character death. If characters are replaceable, why would I, as the player, bother achieving any depth? If it makes absolutely no difference when I go to Giant Land whether I play a paladin or an assassin - we'll meet exactly the same things, in the keyed adventure (to use your words) - how can depth be achieved? It's like saying that half way through a movie, you whack the protagonist, replace him with a totally new character with no previous interaction with the story and it will be as equally emotionally resonating as a movie where the protagonist actually continues throughout the entire story. So, again, I'm going to ask, other than "over time" how do you achieve emotional resonance within the game? This of course, presumes that emotional resonance, or depth is a goal of play. If it's not, then who cares? If I'm doing nothing but dungeon crawls, killing and looting with my buddies, then no worries. I LOVE that kind of gaming too. It's a blast. But, it's about as deep as the average rain puddle. Sometimes I want a campaign with a bit more meat to it. A more emotional experience. So, if I want to run a sandbox, or a "status quo" campaign, how can I achieve that resonance? [/QUOTE]
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