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<blockquote data-quote="Oofta" data-source="post: 7792683" data-attributes="member: 6801845"><p>I've used some combination of story/session/milestone leveling since 3.0 was released and finding incentives for the players has never been an issue. I set up conflicts and obstacles, the group figures out how to overcome those obstacles. I don't care if that's "kill 'em all and let the gods sort it out" or an elaborate plan to gain allies and foment a revolution.</p><p></p><p>If the story we are telling as a group is not compelling enough to get together and be engaged, then I need to adjust something so that they are engaged. I get that some people are motivated by shiny, shiny XP but I want the flexibility to run one session where all the action is social or exploration and the next is a combat filled extravaganza.</p><p></p><p>As far as encouraging specific behaviors or styles of play, I don't. NPCs will react in ways I think appropriate, events will unfold based on action or inaction, but as long as you're not playing an evil character (something I just don't want to deal with) I will adjust my style to try to fit my players. I've hit a couple of players over the years that my style didn't work for them, but not every DM will work for every player.</p><p></p><p>As far as 5E not being lethal, I'll have to tell my players that. They'll be quite relieved the next time 3/4 of the party is unconscious and the wizard is down to a handful of hit points and relying on cantrips while the barbarian will fall over dead if she stops raging. D&D 5E is as deadly as you and your group want it to be.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7792683, member: 6801845"] I've used some combination of story/session/milestone leveling since 3.0 was released and finding incentives for the players has never been an issue. I set up conflicts and obstacles, the group figures out how to overcome those obstacles. I don't care if that's "kill 'em all and let the gods sort it out" or an elaborate plan to gain allies and foment a revolution. If the story we are telling as a group is not compelling enough to get together and be engaged, then I need to adjust something so that they are engaged. I get that some people are motivated by shiny, shiny XP but I want the flexibility to run one session where all the action is social or exploration and the next is a combat filled extravaganza. As far as encouraging specific behaviors or styles of play, I don't. NPCs will react in ways I think appropriate, events will unfold based on action or inaction, but as long as you're not playing an evil character (something I just don't want to deal with) I will adjust my style to try to fit my players. I've hit a couple of players over the years that my style didn't work for them, but not every DM will work for every player. As far as 5E not being lethal, I'll have to tell my players that. They'll be quite relieved the next time 3/4 of the party is unconscious and the wizard is down to a handful of hit points and relying on cantrips while the barbarian will fall over dead if she stops raging. D&D 5E is as deadly as you and your group want it to be. [/QUOTE]
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