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<blockquote data-quote="bloodtide" data-source="post: 8974114" data-attributes="member: 6684958"><p>Not the best of ideas.</p><p></p><p>First off, many players won't care enough if something happens to their character. And that goes double if "the bad guys are just after their character as the DM says so". </p><p></p><p>Second, a lot of players won't react well to the Railroad of "no matter what the bad guys will spawn out of thin air" plot.</p><p></p><p>But third, and most of all, many DMs won't be able to commit to the "have the bad guys attack and defeat, capture or kill the PCs."</p><p></p><p></p><p>Player Driven is where the game is made for the real life players. They are playing their character as a self insert: as themselfs. If the player likes combat and loot, then the character likes combat and loot. The player cares nothing about the fiction at all. For example if they have an elf character and some elves ask for help, the player utterly does no care and just asks "can we have more combat now?"</p><p></p><p>Character Driven is where the player takes on the role of the character they have created. The basic definition of Role Playing. No matter what the player thinks or likes or dislikes, they will role play the character in a unique way.</p><p></p><p>This is great if you like this sort of game. The rules say the players do this and the rules say the DM does that. So each round the players pick from the list, and the DM picks from the list, and the game moves forward.</p><p></p><p></p><p>Yes.</p><p></p><p>And, don't all the highly praised games, like Dungeon World and Blades in the Dark force the players to do things? Is this no really a huge point of these games: to force the players to play the game? Though sure "force" is too harsh, as it's more "strongly encourage", but it's the same at the end.</p></blockquote><p></p>
[QUOTE="bloodtide, post: 8974114, member: 6684958"] Not the best of ideas. First off, many players won't care enough if something happens to their character. And that goes double if "the bad guys are just after their character as the DM says so". Second, a lot of players won't react well to the Railroad of "no matter what the bad guys will spawn out of thin air" plot. But third, and most of all, many DMs won't be able to commit to the "have the bad guys attack and defeat, capture or kill the PCs." Player Driven is where the game is made for the real life players. They are playing their character as a self insert: as themselfs. If the player likes combat and loot, then the character likes combat and loot. The player cares nothing about the fiction at all. For example if they have an elf character and some elves ask for help, the player utterly does no care and just asks "can we have more combat now?" Character Driven is where the player takes on the role of the character they have created. The basic definition of Role Playing. No matter what the player thinks or likes or dislikes, they will role play the character in a unique way. This is great if you like this sort of game. The rules say the players do this and the rules say the DM does that. So each round the players pick from the list, and the DM picks from the list, and the game moves forward. Yes. And, don't all the highly praised games, like Dungeon World and Blades in the Dark force the players to do things? Is this no really a huge point of these games: to force the players to play the game? Though sure "force" is too harsh, as it's more "strongly encourage", but it's the same at the end. [/QUOTE]
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