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General Tabletop Discussion
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Chekhov's Gun and the Hickman Revolution- What Type of Campaign Do You Run?
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<blockquote data-quote="Celebrim" data-source="post: 8851605" data-attributes="member: 4937"><p>Of course they do.</p><p></p><p></p><p></p><p>Which is all of course BS. The whole point of an adventure like this is that you've already got player buy in. They want to and have signaled both in and out of game that they want to be doing this adventure and this campaign. If that buy in ever falters, well, then by all means remove the bumpers. In my 40 years of gaming, the overwhelming majority of players that I've ran of all different levels of experience want to bite the hook, want to follow the bread crumbs, and want to engage with the story. They prefer that to there not being a story or having to manufacture all their own fun. The experience that they are buying into is being in a choose your own adventure book, of being the protagonist in a movie where they can make the choices. They aren't buying into the experience of writing that novel themselves.</p><p></p><p>Regardless of what goal the PC's set, regardless of how much agency they have to set their own goals, the experience they want is that cinematic and dramatic experience. Wherever they set off to in the world, they want it to be fun, and simulationism can't achieve that because the average experience in the imagined universe isn't an adventure. The bumpers are there so that the players get one. So even if they decide to be pirates or to be caravan guards or to run thieves guild or to be free traders or to found a kingdom, they want to dig into that story. And the bumpers are always there because nothing is a perfect simulation. The only real differences are between the GMs that are conscious of that and the ones that are fooling themselves, and the GMs that are good at implementing the adventure and the ones that aren't.</p><p></p><p></p><p></p><p>Yeah, because that's a fair assessment. </sarcasm> Look, I don't know who took a leak in your corn flakes and burned you badly with terrible GMing, but you really need to get that chip off your shoulder.</p><p></p><p></p><p></p><p>I think that every GM railroads by necessity, it's just a question of the technique that they use. A popular one among players that don't like railroads is Small World. What the heck do you think the walls are in a dungeon if not hard and soft bumpers to keep the scope of the adventure manageable? What the heck do you think a hex crawl is but a dungeon staged slightly differently?</p></blockquote><p></p>
[QUOTE="Celebrim, post: 8851605, member: 4937"] Of course they do. Which is all of course BS. The whole point of an adventure like this is that you've already got player buy in. They want to and have signaled both in and out of game that they want to be doing this adventure and this campaign. If that buy in ever falters, well, then by all means remove the bumpers. In my 40 years of gaming, the overwhelming majority of players that I've ran of all different levels of experience want to bite the hook, want to follow the bread crumbs, and want to engage with the story. They prefer that to there not being a story or having to manufacture all their own fun. The experience that they are buying into is being in a choose your own adventure book, of being the protagonist in a movie where they can make the choices. They aren't buying into the experience of writing that novel themselves. Regardless of what goal the PC's set, regardless of how much agency they have to set their own goals, the experience they want is that cinematic and dramatic experience. Wherever they set off to in the world, they want it to be fun, and simulationism can't achieve that because the average experience in the imagined universe isn't an adventure. The bumpers are there so that the players get one. So even if they decide to be pirates or to be caravan guards or to run thieves guild or to be free traders or to found a kingdom, they want to dig into that story. And the bumpers are always there because nothing is a perfect simulation. The only real differences are between the GMs that are conscious of that and the ones that are fooling themselves, and the GMs that are good at implementing the adventure and the ones that aren't. Yeah, because that's a fair assessment. </sarcasm> Look, I don't know who took a leak in your corn flakes and burned you badly with terrible GMing, but you really need to get that chip off your shoulder. I think that every GM railroads by necessity, it's just a question of the technique that they use. A popular one among players that don't like railroads is Small World. What the heck do you think the walls are in a dungeon if not hard and soft bumpers to keep the scope of the adventure manageable? What the heck do you think a hex crawl is but a dungeon staged slightly differently? [/QUOTE]
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