Cyberdrake
First Post
There's a new article called "Campaign Control: Keeping Them on a Leash" that helps Game Masters to keep the players in the plotted area while keeping the illusion of freedom to the players.
I disagree strongly. Once players realize that the decisions their characters make have no impact on the storyline of the game, they lose interest. If every time the players want to do something different they are met with chasms, avalanches, quarantined zones, traps that damage them and force them back to "safe zones" or being captured, they're going to realize that the choices they make have no impact on what they'll be doing (other than chosing something the GM doesn't like means they'll be dealing with chasms and avalanches). When players realize that the choices they make have no impact on the game, they lose interest in making choices. And aside from rolling dice and making tactical decisions, making choices is playing your character.As long as they think they can move freely and that their characters face obstacles when going out of the way instead of being the players that faces the limit, they will enjoy their game. Have fun!
Too many, it would seem.The Author of the Article said:"Having been a video game designer for many years..."