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Judgement calls vs "railroading"
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<blockquote data-quote="Campbell" data-source="post: 7061037" data-attributes="member: 16586"><p>Thank you for this. I mean it. It's really nice to get some perspective. I think I would enjoy playing in your game, even if the heavy prep involved would make running a similar game pretty difficult for me. I think in many ways my most preferred approach sits somewhere between yours and [MENTION=42582]pemerton[/MENTION]'s. Pemerton, please correct me if I misspeak. My primary interest is following around the PCs and making sure they live meaningful lives full of interesting decisions, but I want to make sure they absolutely live on solid ground and we are following the established fiction to its natural ends. I leave a lot unestablished, and only really do so as needed to enable meaningful decision making. However, my fronts are very much real and have a life of their own. If engaged with or ignored there will be consequences. They are part of the fiction which we all follow.</p><p></p><p>Here's the agenda I follow in Apocalypse World, which can easily be adapted to other games:</p><p></p><p></p><p>I think the primary differences between our approach are that for you it is probably not enough to make the world seem real and it is the players responsible in your game to make their characters' lives not boring. I think we both play the world with integrity, even if I tend to do more building as time goes on and involve my players when I feel like it. One of my principles in most games I run is <strong>Think Offscreen Too</strong>. However, when I do so my primary interest is in exploring how what the players are doing through their characters is impacting what we're not seeing and thinking of new ways to make their lives not boring. Although, sometimes it's just to bring in details that make the world seem real.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7061037, member: 16586"] Thank you for this. I mean it. It's really nice to get some perspective. I think I would enjoy playing in your game, even if the heavy prep involved would make running a similar game pretty difficult for me. I think in many ways my most preferred approach sits somewhere between yours and [MENTION=42582]pemerton[/MENTION]'s. Pemerton, please correct me if I misspeak. My primary interest is following around the PCs and making sure they live meaningful lives full of interesting decisions, but I want to make sure they absolutely live on solid ground and we are following the established fiction to its natural ends. I leave a lot unestablished, and only really do so as needed to enable meaningful decision making. However, my fronts are very much real and have a life of their own. If engaged with or ignored there will be consequences. They are part of the fiction which we all follow. Here's the agenda I follow in Apocalypse World, which can easily be adapted to other games: I think the primary differences between our approach are that for you it is probably not enough to make the world seem real and it is the players responsible in your game to make their characters' lives not boring. I think we both play the world with integrity, even if I tend to do more building as time goes on and involve my players when I feel like it. One of my principles in most games I run is [B]Think Offscreen Too[/B]. However, when I do so my primary interest is in exploring how what the players are doing through their characters is impacting what we're not seeing and thinking of new ways to make their lives not boring. Although, sometimes it's just to bring in details that make the world seem real. [/QUOTE]
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Judgement calls vs "railroading"
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