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World shattering events-That the PCs ignore
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<blockquote data-quote="DragonLancer" data-source="post: 1809559" data-attributes="member: 11868"><p>In my current campaign, which is coming to an end in the next few sessions, is based around a Githyanki invasion (as detailed in Dragon #300 IIRC). I never told my players what the campaign was about, as I felt that to some extent that would ruin the feel of the game. I wanted to set it up slowly and have the characters be regular sorts drawn into a larger conflict/plot. My players are good and normally do so.</p><p></p><p>It started off well, until a certain point when the players (through their characters) decided that this was too big for them. Their characters turned into mercenary types, out for gold and their own concerns, and when I raised the issue about being heroes and that they did everything to avoid the war, they got upset.</p><p></p><p>Now in that case, I don't see what the problem is. D&D is about heroic adventure, and doing the right thing. See my signiture to see my view on D&D characters.</p><p></p><p>At the end of the day the simple fact is, that the game is run by the DM who provides the story and the players play in it. Players decide the course of action in said campaign, but when a plot is brought up that is as important as it can ever be (world shattering event, huge war, or end of the world) I expect players to get involved and play the campaign. I can't see why that is such an issue with people.</p><p>Players have full control of their characters and can do what they want, but they are the centre of the campaign that the DM has put together and its for them to deal with. Not some other group of high level NPC adventurers.</p><p></p><p>I'm not posting this purely for my benefit, it should be a given across the game whoever plays.</p></blockquote><p></p>
[QUOTE="DragonLancer, post: 1809559, member: 11868"] In my current campaign, which is coming to an end in the next few sessions, is based around a Githyanki invasion (as detailed in Dragon #300 IIRC). I never told my players what the campaign was about, as I felt that to some extent that would ruin the feel of the game. I wanted to set it up slowly and have the characters be regular sorts drawn into a larger conflict/plot. My players are good and normally do so. It started off well, until a certain point when the players (through their characters) decided that this was too big for them. Their characters turned into mercenary types, out for gold and their own concerns, and when I raised the issue about being heroes and that they did everything to avoid the war, they got upset. Now in that case, I don't see what the problem is. D&D is about heroic adventure, and doing the right thing. See my signiture to see my view on D&D characters. At the end of the day the simple fact is, that the game is run by the DM who provides the story and the players play in it. Players decide the course of action in said campaign, but when a plot is brought up that is as important as it can ever be (world shattering event, huge war, or end of the world) I expect players to get involved and play the campaign. I can't see why that is such an issue with people. Players have full control of their characters and can do what they want, but they are the centre of the campaign that the DM has put together and its for them to deal with. Not some other group of high level NPC adventurers. I'm not posting this purely for my benefit, it should be a given across the game whoever plays. [/QUOTE]
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