@@Dungeon_Brew It does, I like that method for players that chose a path and have some experience, It can be toned down and even be a bullying situation in a town that they have a chance being an influence on the result. I also understand from my experience, that people creating their first character can result in the creation of idealised version of themselves and what they'd love to do. And they are kind of delving into what they can do or don't. So I believe personal quests and having those backgrounds develop helps me tie them to the story. Having that said, Panic would be a reaction, a personal one that varies from player to player. It needs atachment to exist and players have different ways to respond to it. And even if you get that from a player, it's a good measurement of development and topic to talk from time to time. Sessions cero are there for stuff that are off the table and make those emotions be something "you want to explore and solve". I dm one on one games mostly, there's an increase on scenery and actions happening at a pace I find difficult to manage, my player is new to the game and built a character based on an elder druid from Asterix and Obelix on the D&D 5E Dragon of Icespire Peak, she tries to roleplay it as if it were Panoramix, and usually finds herself roleplaying as her. I cannot bring a moral situation like on your example for her because that's not the game we agreed upon. But I do create situations that make the world around her "spin". That being the villain (a white dragon) making moves increasingly closer to her, I have villagers being good and bad people. So they also can be part of a conflict having their own objectives. I did custom quests so that she can tie her char to the enviroment. And so far it's been a really good experience.
@@SebasTian09456 Those are some great points! I think personal quests, as I mentioned, can be tailored to your player(s) to avoid the moral complexities, and running a 1-on-1 is a great way to get good at that fast. But, as you mentioned, establishing and agreeing upon the game that you and your players want to play is important. It isn't fun for players, who think they are playing a light-hearted hack-n-slash to suddenly be faced with complex moral problems. Now, I have been running things like this for my players for a while, so we have quite a bit of built-up trust. They know what to expect from me and I know the players who are going to be comfortable "going first" when I start pulling out personal quests or dilemmas, so I make an effort to let my shy players go when they want to go, rather than putting them front and center. There is some great advice in your comment!
I personally would hate starting a game having to make a decision like that 😅 I hate those! 🤣
It builds character!
@@Dungeon_Brew it builds PANIC
@@Dungeon_Brew It does, I like that method for players that chose a path and have some experience, It can be toned down and even be a bullying situation in a town that they have a chance being an influence on the result.
I also understand from my experience, that people creating their first character can result in the creation of idealised version of themselves and what they'd love to do. And they are kind of delving into what they can do or don't. So I believe personal quests and having those backgrounds develop helps me tie them to the story.
Having that said, Panic would be a reaction, a personal one that varies from player to player. It needs atachment to exist and players have different ways to respond to it. And even if you get that from a player, it's a good measurement of development and topic to talk from time to time. Sessions cero are there for stuff that are off the table and make those emotions be something "you want to explore and solve".
I dm one on one games mostly, there's an increase on scenery and actions happening at a pace I find difficult to manage, my player is new to the game and built a character based on an elder druid from Asterix and Obelix on the D&D 5E Dragon of Icespire Peak, she tries to roleplay it as if it were Panoramix, and usually finds herself roleplaying as her. I cannot bring a moral situation like on your example for her because that's not the game we agreed upon. But I do create situations that make the world around her "spin". That being the villain (a white dragon) making moves increasingly closer to her, I have villagers being good and bad people. So they also can be part of a conflict having their own objectives. I did custom quests so that she can tie her char to the enviroment. And so far it's been a really good experience.
@@SebasTian09456 Those are some great points! I think personal quests, as I mentioned, can be tailored to your player(s) to avoid the moral complexities, and running a 1-on-1 is a great way to get good at that fast. But, as you mentioned, establishing and agreeing upon the game that you and your players want to play is important. It isn't fun for players, who think they are playing a light-hearted hack-n-slash to suddenly be faced with complex moral problems. Now, I have been running things like this for my players for a while, so we have quite a bit of built-up trust. They know what to expect from me and I know the players who are going to be comfortable "going first" when I start pulling out personal quests or dilemmas, so I make an effort to let my shy players go when they want to go, rather than putting them front and center. There is some great advice in your comment!