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<blockquote data-quote="Artellan" data-source="post: 2699524" data-attributes="member: 8703"><p><strong>burningvoid & LostSoul's style</strong></p><p></p><p>There's a fair number of 'Player Advice' articles on Heather Grove's BurningVoid website - <a href="http://www.burningvoid.com/rpg/play.php" target="_blank">http://www.burningvoid.com/rpg/play.php</a> . They're divided into two groups - 'Character/Play' and 'Other'. For those that don't feel a book of this nature is worthwhile, do you feel that all of those articles are similarly useless?</p><p></p><p>Actually the BurningVoid website has a whole series of articles on Free Will in Roleplaying, where I think the concept of Free Will roughly equates to LostSoul's "meaningful decisions that affect the story".</p><p><a href="http://www.burningvoid.com/rpg/gmfreewill.php" target="_blank">http://www.burningvoid.com/rpg/gmfreewill.php</a></p><p></p><p>I've played in some of LostSoul's campaigns and I can shed some light on his DMing style ... He's one of those DMs that, if the players are always following his hooks wily-nily, he'll eventually get bored. He wants the players to participate in the creation of the 'story', to come up with ideas that send the campaign in new directions. If the players haven't been doing so, one of the symptoms of his getting bored is he'll run sessions where there aren't any obvious choices of what to do, no clues as to which 'adventures' he had prepared in advance. I remember the first time this happened and it was a bit unnerving - like a feeling that if I didn't go where I knew the DM wanted me to, my character might end up stepping off the end of the world - but I've since gotten used to it. Basically I just realized that he wants campaign INPUT. Sending the whole campaign spinning because of a choice I make during the game is cool, but it's pretty hard to do; luckily he's just as happy with emails between sessions stating character goals.</p><p></p><p>So as a player LostSoul wants to be able to have that same input into the campaign, whether through character background, communication with the DM about what he & his character want to do, creative in-session choices, etc.</p><p></p><p>Anyway, I think the discussion on this thread has been excellent, not just the free will vs. railroading stuff but all the ideas for player advice. It's neat to see the merit of player advice being debated ... I'm definitely in the 'a player advice book is worthwhile' camp. (Else I probably wouldn't have read all those BurningVoid articles.)</p><p></p><p>- Artellan</p></blockquote><p></p>
[QUOTE="Artellan, post: 2699524, member: 8703"] [b]burningvoid & LostSoul's style[/b] There's a fair number of 'Player Advice' articles on Heather Grove's BurningVoid website - [url]http://www.burningvoid.com/rpg/play.php[/url] . They're divided into two groups - 'Character/Play' and 'Other'. For those that don't feel a book of this nature is worthwhile, do you feel that all of those articles are similarly useless? Actually the BurningVoid website has a whole series of articles on Free Will in Roleplaying, where I think the concept of Free Will roughly equates to LostSoul's "meaningful decisions that affect the story". [url]http://www.burningvoid.com/rpg/gmfreewill.php[/url] I've played in some of LostSoul's campaigns and I can shed some light on his DMing style ... He's one of those DMs that, if the players are always following his hooks wily-nily, he'll eventually get bored. He wants the players to participate in the creation of the 'story', to come up with ideas that send the campaign in new directions. If the players haven't been doing so, one of the symptoms of his getting bored is he'll run sessions where there aren't any obvious choices of what to do, no clues as to which 'adventures' he had prepared in advance. I remember the first time this happened and it was a bit unnerving - like a feeling that if I didn't go where I knew the DM wanted me to, my character might end up stepping off the end of the world - but I've since gotten used to it. Basically I just realized that he wants campaign INPUT. Sending the whole campaign spinning because of a choice I make during the game is cool, but it's pretty hard to do; luckily he's just as happy with emails between sessions stating character goals. So as a player LostSoul wants to be able to have that same input into the campaign, whether through character background, communication with the DM about what he & his character want to do, creative in-session choices, etc. Anyway, I think the discussion on this thread has been excellent, not just the free will vs. railroading stuff but all the ideas for player advice. It's neat to see the merit of player advice being debated ... I'm definitely in the 'a player advice book is worthwhile' camp. (Else I probably wouldn't have read all those BurningVoid articles.) - Artellan [/QUOTE]
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