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better gaming through chemistry
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<blockquote data-quote="Jim Hague" data-source="post: 2697240" data-attributes="member: 17550"><p>So here's a question - directed at Uller and LostSoul - what do <em>you</em> consider 'story'? Are you speaking of having a GM that's got a specific beginning, middle and end in mind, with the PCs just sort of being dragged along, or are you opposed to story in the larger sense? </p><p></p><p>By larger sense, I mean that a GM's got plot arcs and the like as an organic structure that acts and reacts to the PCs' actions or even inaction. Neither one of you strikes me as the sort to look for a campaign where you just wander about and put the burden of keeping things interesting entirely on the GM, but I've been wrong before...</p><p></p><p>As to the 'why' of any sort of guide - because knowledge is never wasted. Never. Even lousy advice can be educational, at least in showing you what <em>not</em> to do.</p></blockquote><p></p>
[QUOTE="Jim Hague, post: 2697240, member: 17550"] So here's a question - directed at Uller and LostSoul - what do [i]you[/i] consider 'story'? Are you speaking of having a GM that's got a specific beginning, middle and end in mind, with the PCs just sort of being dragged along, or are you opposed to story in the larger sense? By larger sense, I mean that a GM's got plot arcs and the like as an organic structure that acts and reacts to the PCs' actions or even inaction. Neither one of you strikes me as the sort to look for a campaign where you just wander about and put the burden of keeping things interesting entirely on the GM, but I've been wrong before... As to the 'why' of any sort of guide - because knowledge is never wasted. Never. Even lousy advice can be educational, at least in showing you what [i]not[/i] to do. [/QUOTE]
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