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World ideas that you think are lame
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<blockquote data-quote="Sir Whiskers" data-source="post: 1346693" data-attributes="member: 6941"><p>World concepts I'm not fond of:</p><p></p><p>1. Worlds where the pc's are not heroes. Playing villains can be fun for a one-off adventure, but I want to play (and play with) heroes in campaigns.</p><p></p><p>2. For that reason, low-magic, grim-n-gritty, whatever term a person uses: these don't tend to be as much fun for me. Probably because the "realism" of the campaign can too quickly become an excuse to play non-heroic characters (though this may be due more to player styles than campaign concept). Besides, I find it difficult to be properly heroic when I'm worrying about how many days' of trail rations I have.</p><p></p><p>3. Worlds with npc's overshadowing the pc's. I couldn't care less if the Great Empire has 50th-level npc's, so long as they are window dressing. As soon as I find that my 5th-level character can't ever shine because of the always-more-powerful/honored/respected/etc. npc just around the corner, I want out. Note: this is not the same as saying a campaign should not have consequences.</p><p></p><p>4. Plot villains who can only be defeated when and how the GM decides. Basically, I'm talking about campaigns built around immutable plots that the players are not permitted to interfere with. A related problem is the GM giving his/her villains all the cool stuff that they would never give a pc; in effect, the npc villain becomes the GM's character.</p><p></p><p>5. Worlds focused almost completely on either roleplaying or hack-n-slash. A good world concept mixes the two. I hate worlds where the only way to defeat every encounter is combat. Similarly, worlds where combat is permitted only once every several sessions don't tend to appeal to me.</p><p></p><p>6. Worlds with no internal logic. I don't mind the GM creating a world that bends "reality", so long as he's consistent within his world. A world where things keep happening solely because the GM thinks they're "cool" usually also suffers from GM railroading. The players never get control, because things make no rational sense.</p></blockquote><p></p>
[QUOTE="Sir Whiskers, post: 1346693, member: 6941"] World concepts I'm not fond of: 1. Worlds where the pc's are not heroes. Playing villains can be fun for a one-off adventure, but I want to play (and play with) heroes in campaigns. 2. For that reason, low-magic, grim-n-gritty, whatever term a person uses: these don't tend to be as much fun for me. Probably because the "realism" of the campaign can too quickly become an excuse to play non-heroic characters (though this may be due more to player styles than campaign concept). Besides, I find it difficult to be properly heroic when I'm worrying about how many days' of trail rations I have. 3. Worlds with npc's overshadowing the pc's. I couldn't care less if the Great Empire has 50th-level npc's, so long as they are window dressing. As soon as I find that my 5th-level character can't ever shine because of the always-more-powerful/honored/respected/etc. npc just around the corner, I want out. Note: this is not the same as saying a campaign should not have consequences. 4. Plot villains who can only be defeated when and how the GM decides. Basically, I'm talking about campaigns built around immutable plots that the players are not permitted to interfere with. A related problem is the GM giving his/her villains all the cool stuff that they would never give a pc; in effect, the npc villain becomes the GM's character. 5. Worlds focused almost completely on either roleplaying or hack-n-slash. A good world concept mixes the two. I hate worlds where the only way to defeat every encounter is combat. Similarly, worlds where combat is permitted only once every several sessions don't tend to appeal to me. 6. Worlds with no internal logic. I don't mind the GM creating a world that bends "reality", so long as he's consistent within his world. A world where things keep happening solely because the GM thinks they're "cool" usually also suffers from GM railroading. The players never get control, because things make no rational sense. [/QUOTE]
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