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Why we like plot: Our Job as DMs
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<blockquote data-quote="The Shaman" data-source="post: 5028564" data-attributes="member: 26473"><p>Okay.</p><p></p><p>I don't believe I've said anything to the contrary.Liking a playstyle doesn't mean one can't approach it with a bit of onetruewayism; they aren't mutually exclusive propositions.</p><p></p><p>Personally I try to be careful to qualify when I'm speaking in what I believe are general truths applicable to most games and gamers (something I do very, very rarely) and when I'm talking about things that are specific to my own preferences and experiences. If you think it would help, I'll just try to assume that when you make these sorts of statements . . . . . . that you're speaking solely to your own experience and preference and not trying to make a sweeping generalization about a play style. Hopefully this will serve to clear up misunderstandings.Upthread I explained the kinds of character backgrounds I like to see from players. Let me quote that for you again.If the players have done what I've asked of them, each of those characters has a reason to dive into that world. They hit the ground looking for trouble, right from the giddyup. They are engaged from the very moment we start playing because they took the time to determine why they are where they are.</p><p></p><p>"My character is the son of a Scots Guardsman and aspires to be a Marshal of France." "My character is a remittance man, but his measly stipend isn't enough to support him in the fashion to which he is accustomed." "My character is a student of theology who plans to pursue dual careers in the Church and as a royal minister, like Richelieu." "My character broke the gender barrier by becoming a fencing master and she wants to earn the reputation as the best fencer in France . . . no, Europe!"</p><p></p><p>In my opinion every one of those characters is fully engaged with the setting from the moment we sit at the table together, because I asked the players to determine why their characters choose to adventure. They have goals to pursue, not a plot to follow.</p><p></p><p>And the only thing needed to make those characters was a simple introduction to the setting.You tell me. You said upthread that you like many different styles of play, too, so why would you keep making characters, if indeed you really enjoy this playstyle?</p><p></p><p>In my experience, if a player enjoys playing the game I'm running, then that player will continue to make characters for the game as many times as necessary, in order to keep playing. A character death is a setback, not a reaons to quit.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 5028564, member: 26473"] Okay. I don't believe I've said anything to the contrary.Liking a playstyle doesn't mean one can't approach it with a bit of onetruewayism; they aren't mutually exclusive propositions. Personally I try to be careful to qualify when I'm speaking in what I believe are general truths applicable to most games and gamers (something I do very, very rarely) and when I'm talking about things that are specific to my own preferences and experiences. If you think it would help, I'll just try to assume that when you make these sorts of statements . . . . . . that you're speaking solely to your own experience and preference and not trying to make a sweeping generalization about a play style. Hopefully this will serve to clear up misunderstandings.Upthread I explained the kinds of character backgrounds I like to see from players. Let me quote that for you again.If the players have done what I've asked of them, each of those characters has a reason to dive into that world. They hit the ground looking for trouble, right from the giddyup. They are engaged from the very moment we start playing because they took the time to determine why they are where they are. "My character is the son of a Scots Guardsman and aspires to be a Marshal of France." "My character is a remittance man, but his measly stipend isn't enough to support him in the fashion to which he is accustomed." "My character is a student of theology who plans to pursue dual careers in the Church and as a royal minister, like Richelieu." "My character broke the gender barrier by becoming a fencing master and she wants to earn the reputation as the best fencer in France . . . no, Europe!" In my opinion every one of those characters is fully engaged with the setting from the moment we sit at the table together, because I asked the players to determine why their characters choose to adventure. They have goals to pursue, not a plot to follow. And the only thing needed to make those characters was a simple introduction to the setting.You tell me. You said upthread that you like many different styles of play, too, so why would you keep making characters, if indeed you really enjoy this playstyle? In my experience, if a player enjoys playing the game I'm running, then that player will continue to make characters for the game as many times as necessary, in order to keep playing. A character death is a setback, not a reaons to quit. [/QUOTE]
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