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better gaming through chemistry
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<blockquote data-quote="Jim Hague" data-source="post: 2697408" data-attributes="member: 17550"><p>So it's rigid, linear stories that irk. Having been stuck in more than one game where that was the case - player choice meaning very little - I can certainly see where it's just no damn good...which brings me to my next point.</p><p></p><p>People at the table who're only concerned with <em>their</em> fun, and everyone else be damned. The GM with the rigid, linear story is an example of this, as rae players who don't cooperate with the GM and fellow players to make it an enjoyable experience for everyone. Reliquishing the spotlight doesn't mean that you get nothing to do; it simply means that someone else gets to shine for a moment. Without that cooperation at the table (instead of compromise <em>per se</em>; IMO, going for compromise instead of cooperation is a quick way to dissatisfy everyone), you end up with a lopsided experience, and who wants that?</p></blockquote><p></p>
[QUOTE="Jim Hague, post: 2697408, member: 17550"] So it's rigid, linear stories that irk. Having been stuck in more than one game where that was the case - player choice meaning very little - I can certainly see where it's just no damn good...which brings me to my next point. People at the table who're only concerned with [i]their[/i] fun, and everyone else be damned. The GM with the rigid, linear story is an example of this, as rae players who don't cooperate with the GM and fellow players to make it an enjoyable experience for everyone. Reliquishing the spotlight doesn't mean that you get nothing to do; it simply means that someone else gets to shine for a moment. Without that cooperation at the table (instead of compromise [i]per se[/i]; IMO, going for compromise instead of cooperation is a quick way to dissatisfy everyone), you end up with a lopsided experience, and who wants that? [/QUOTE]
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