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World shattering events-That the PCs ignore
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<blockquote data-quote="painandgreed" data-source="post: 1809612" data-attributes="member: 24969"><p>Funny, I thought it was the friendly family game of killing sub-human pig men and looting their corpses.</p><p></p><p></p><p></p><p>Because, at the end of the day the simple fact is, that it’s a game and if it's not fun for people they'll quit. Your way is one style of DMing but hardly the only one. Personally, I'd rather have the players decide the plot and design it for them. Unfortunately, few players have the initiative to decide their own goals, come up with a plan, and then carry it out. They're too used to being lead around by the nose through NPCs who want to hire them or give them prophesies that determine their course of action. My dream players are ones that would tell me they want to do X so they can accomplish Y for the grand goal of achieving Z. I'd drop my plot ideas for them if they did that and work their plans into the metaplot.</p><p></p><p>Another thing that I'd like to bring up, and I'm not referring to anyone in this thread, is that one of the main reasons that I've grown distasteful of "save the world" plots is because they are most common with bad DMs. DMs who constantly up the stakes till they reach absurd proportions because they aren't able to construct an interesting storyline. They can only think in terms of magnitude or they are trying to get the players to experience some sort of awe, and when they don't exhibit it because it's just badly DMed, the storyline is upped another notch. Combine this with the railroad nature of such a campaign, and it just takes the challenge out of it. I mean, what happens if the PCs fail? The DM just going to pack up all his stuff and let somebody else DM? By the mere fact that they've been given the duty to save the world means that not only is it possible but almost assured to happen. I've never seen a D&D campaign end with "You die. She dies. Everybody dies." Now the players are not only facing something they might not find interesting, but also they don't have any challenge in it either. (Once again, this is not aimed at anyone here. I've never played under any of you and can't comment on your DMing styles. I've been in some really good epic campaigns also.)</p></blockquote><p></p>
[QUOTE="painandgreed, post: 1809612, member: 24969"] Funny, I thought it was the friendly family game of killing sub-human pig men and looting their corpses. Because, at the end of the day the simple fact is, that it’s a game and if it's not fun for people they'll quit. Your way is one style of DMing but hardly the only one. Personally, I'd rather have the players decide the plot and design it for them. Unfortunately, few players have the initiative to decide their own goals, come up with a plan, and then carry it out. They're too used to being lead around by the nose through NPCs who want to hire them or give them prophesies that determine their course of action. My dream players are ones that would tell me they want to do X so they can accomplish Y for the grand goal of achieving Z. I'd drop my plot ideas for them if they did that and work their plans into the metaplot. Another thing that I'd like to bring up, and I'm not referring to anyone in this thread, is that one of the main reasons that I've grown distasteful of "save the world" plots is because they are most common with bad DMs. DMs who constantly up the stakes till they reach absurd proportions because they aren't able to construct an interesting storyline. They can only think in terms of magnitude or they are trying to get the players to experience some sort of awe, and when they don't exhibit it because it's just badly DMed, the storyline is upped another notch. Combine this with the railroad nature of such a campaign, and it just takes the challenge out of it. I mean, what happens if the PCs fail? The DM just going to pack up all his stuff and let somebody else DM? By the mere fact that they've been given the duty to save the world means that not only is it possible but almost assured to happen. I've never seen a D&D campaign end with "You die. She dies. Everybody dies." Now the players are not only facing something they might not find interesting, but also they don't have any challenge in it either. (Once again, this is not aimed at anyone here. I've never played under any of you and can't comment on your DMing styles. I've been in some really good epic campaigns also.) [/QUOTE]
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