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How should a GM handle refused plots
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<blockquote data-quote="Aenghus" data-source="post: 7104721" data-attributes="member: 2656"><p>Most games I've seen have fallen in the middle ground somewhere. My original question was open, as in any game with GM pre-prepared material, its difficult to avoid having some expectations for how the material will play out, expectations that the players may not agree with in practice. This can happen in the most linear of adventures or in the sandboxiest of sandboxes, after all GMs are human too.</p><p></p><p></p><p></p><p>When I've seen "turning everything down and running in the opposite direction" from a group of players, rather than a single troublemaker, its often a signal that the game is in severe trouble. Maybe the referee isn't hooking the players in, maybe his or her creative style doesn't appeal to the audience, maybe the players can't agree among themselves what to do, maybe the players want to pursue their own personal goals etc. Generally it's a sign to pause the game and find out the causes and discuss solutions, as a game like this implodes or explodes in short order.</p><p></p><p>In one game I was a player in, we figured out that the GM was an absolute PC killer when using prepared material but much more lenient when improvising. So we as players went to great lengths to keep the game away from his prepared material without telling him what we were doing. He didn't notice for ages and it kept the game alive and more fun for that time. When he eventually found out he started heavily railroading us into his prepared deathtraps and the game fell apart shortly afterwards.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 7104721, member: 2656"] Most games I've seen have fallen in the middle ground somewhere. My original question was open, as in any game with GM pre-prepared material, its difficult to avoid having some expectations for how the material will play out, expectations that the players may not agree with in practice. This can happen in the most linear of adventures or in the sandboxiest of sandboxes, after all GMs are human too. When I've seen "turning everything down and running in the opposite direction" from a group of players, rather than a single troublemaker, its often a signal that the game is in severe trouble. Maybe the referee isn't hooking the players in, maybe his or her creative style doesn't appeal to the audience, maybe the players can't agree among themselves what to do, maybe the players want to pursue their own personal goals etc. Generally it's a sign to pause the game and find out the causes and discuss solutions, as a game like this implodes or explodes in short order. In one game I was a player in, we figured out that the GM was an absolute PC killer when using prepared material but much more lenient when improvising. So we as players went to great lengths to keep the game away from his prepared material without telling him what we were doing. He didn't notice for ages and it kept the game alive and more fun for that time. When he eventually found out he started heavily railroading us into his prepared deathtraps and the game fell apart shortly afterwards. [/QUOTE]
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