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Forked Thread: Logan Bonner has some Questions....
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<blockquote data-quote="justanobody" data-source="post: 4501905" data-attributes="member: 70778"><p> <ol> <li data-xf-list-type="ol">D&D games..... the qustion is too vague. The games I run are not armchair generals, or running the gauntlet Diablo style slugfests. The fighting is a small part that furthers the story from point A to point B. Check out some of the old CYOA books for what I am talking about. You get this one thing going in the story, and have to decide what course to take next. Turn to the wrong page and the story is over. Not the story is in there to tie all the fighting scenes together.<br /> </li> <li data-xf-list-type="ol"><ul> <li data-xf-list-type="ul">To tell the story of the adventure that the characters are going on. To allow those characters to reach the goal they chose in life. One that wants to fight in a colesium will likely not be adventuring, but be a part of a local malitia to learn enough to survive the constat fights of his arena career.</li> <li data-xf-list-type="ul">It should feel like a roller coaster ride. Theplayers should feel a connection to their characters, and live in this fantasy world of our shared imagination vicariously through their characters. They should have happy times, sad times, depression, loss and gain from the game. Just as 4th promote some cinematic action movie style play it is similar, but with much more story to it than the movie Hot Shots or your average porn flick that is just about "action". Role playing is about acting like something else for a short period and see through that persons eyes. So the player should fel like they are that character in the game while they are playing it to get the experience of what that elf/dwarf/orc/warlock/paladin would be going through. Sort of like playing cops and robbers as a kid. you have to get into character to fully enjoy everything it offers. If the robbers just sat around waiting for the cops to walk over to them, it would be really fun as the chase would be missing and not provide that roller coaster ride.</li> </ul></li> <li data-xf-list-type="ol">I follow cues from the players to see if the roller coaster is giving them the right highs and lows for everything they do. Also try to include those lulls that will let them recoup fromt he constant extremes the game may place onto the characters for both the character and player to relax and absorb what has happened. When the player seem bored with one type of thing they may quickly find themselves in another type of situation. RP quickly becomes combat, or combats become RP. Never letting the player be able to predict what to expect around the next corner. The players should expect the unexpected and keep on their toes because there will always be surprises for them to interact with in some way. this way the players can enjoy the game, the story, and the situations they are placed in to play together and want to do so next week. Just as any good TV program does, even including breaks in the game right at high suspense moments.</li> </ol><p></p><p>Above all you must make sure that all the players goal are the same, and understand that not all players want the same thing from a game. DMs may even switch from type of game to another to prevent burn out just like the players. You have to watch for that and be prepared to make sure EVERYONE playing is having fun. Some DMs like throwing out combats, while others like giving big stories. The players also may like one or the other, and you must meet in the middle, or you may need to find people that you can meet int he middle with to make sure everyone is enjoying themselves.</p><p></p><p>Basically know the other players, and make sure you want the same things out of the game because RPGers are like snowflakes, no two are the same.</p></blockquote><p></p>
[QUOTE="justanobody, post: 4501905, member: 70778"] [list=1][*]D&D games..... the qustion is too vague. The games I run are not armchair generals, or running the gauntlet Diablo style slugfests. The fighting is a small part that furthers the story from point A to point B. Check out some of the old CYOA books for what I am talking about. You get this one thing going in the story, and have to decide what course to take next. Turn to the wrong page and the story is over. Not the story is in there to tie all the fighting scenes together. [*][list][*]To tell the story of the adventure that the characters are going on. To allow those characters to reach the goal they chose in life. One that wants to fight in a colesium will likely not be adventuring, but be a part of a local malitia to learn enough to survive the constat fights of his arena career.[*]It should feel like a roller coaster ride. Theplayers should feel a connection to their characters, and live in this fantasy world of our shared imagination vicariously through their characters. They should have happy times, sad times, depression, loss and gain from the game. Just as 4th promote some cinematic action movie style play it is similar, but with much more story to it than the movie Hot Shots or your average porn flick that is just about "action". Role playing is about acting like something else for a short period and see through that persons eyes. So the player should fel like they are that character in the game while they are playing it to get the experience of what that elf/dwarf/orc/warlock/paladin would be going through. Sort of like playing cops and robbers as a kid. you have to get into character to fully enjoy everything it offers. If the robbers just sat around waiting for the cops to walk over to them, it would be really fun as the chase would be missing and not provide that roller coaster ride.[/list] [*]I follow cues from the players to see if the roller coaster is giving them the right highs and lows for everything they do. Also try to include those lulls that will let them recoup fromt he constant extremes the game may place onto the characters for both the character and player to relax and absorb what has happened. When the player seem bored with one type of thing they may quickly find themselves in another type of situation. RP quickly becomes combat, or combats become RP. Never letting the player be able to predict what to expect around the next corner. The players should expect the unexpected and keep on their toes because there will always be surprises for them to interact with in some way. this way the players can enjoy the game, the story, and the situations they are placed in to play together and want to do so next week. Just as any good TV program does, even including breaks in the game right at high suspense moments.[/list] Above all you must make sure that all the players goal are the same, and understand that not all players want the same thing from a game. DMs may even switch from type of game to another to prevent burn out just like the players. You have to watch for that and be prepared to make sure EVERYONE playing is having fun. Some DMs like throwing out combats, while others like giving big stories. The players also may like one or the other, and you must meet in the middle, or you may need to find people that you can meet int he middle with to make sure everyone is enjoying themselves. Basically know the other players, and make sure you want the same things out of the game because RPGers are like snowflakes, no two are the same. [/QUOTE]
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