Why we like plot: Our Job as DMs

Story games are more rewarding, period.

The Caveat:
I understand that different player group/DM combinations will find different styles of gaming satisfying. Personally, I prefer rich stories so much that I avoid groups who just want to screw around. Some people are the opposite. We don't game together, and that's ok. My point here is I think they are missing out.

The Why:
We need to remember that the Players are the only audience that matters. We are assisting them in writing a story that they enjoy, through a medium of limited collaboration that makes such cooperation both more difficult and more satisfying.

We as DMs have only one job, and everything we do is periphery to it. Our job is to validate our players wildest daydreams and make every single one of them come true. Nobody wants to admit to lame empowerment fantasies, but everybody has them whether they know it or not. If the game "coincidentally" lets players live out those fantasies, they'll have an unbelievably great time. Every DM has probably run a game that struck a particularly harmonious chord and illicited a general "that was awesome" response. I would suggest that this is why.

Not only do we have to make their dreams come true, we have to do it quickly. We only have a few hours at the table a week, so we can't afford to waste time. Every encounter should either
1. Uncover what their dreams are
2. create a scenario in which those dreams will make the player a hero (or anti-hero, if that's what they're in to) or
3. allow one or more PCs to realize or come closer to realizing those desires.
Pull that off, and they'll love you for it. As DMs we have to power to make people feel good about themselves, and I don't think they even realize it as it happens. They just have a good time, and they don't know exactly why. I don't even know why, I just know it works. We could probably ask Freud.

The only real way to accomplish those three tasks in the time allotted is with an engaging story. Themes, morals, conflicts and other artistic touches usually reserved for Russian tragedies are satisfying for me to share with the players and serve a double purpose: to illuminate and later validate their secret ambitions. It makes them feel like everything was planned to make some grand point or pose a deep question and that their actions as characters advanced that higher goal. Its like a music lover who's only sung in the shower taking the stage at a karaoke and getting a standing ovation. I build the world and set the story so they can live out their secret fantasies center stage and not feel ashamed. And at the end, if your good at Russian tragedy, everybody feels like they've learned something. That's why it's the greatest game ever played.
 

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Basically, I agree. But, in practice, I find I am one of the players whose dreams and desires are in need of fulfillment too, and I am uniquely qualified to fulfill that particular set of dreams. Its worthwhile work to fulfill others' dreams as well, but damned hard. It's very easy to either focus too much on your own dream, alienating the players, or or too little, alienating yourself.
 

We need to remember that the Players are the only audience that matters. We are assisting them in writing a story that they enjoy, through a medium of limited collaboration that makes such cooperation both more difficult and more satisfying.

We as DMs have only one job, and everything we do is periphery to it. Our job is to validate our players wildest daydreams and make every single one of them come true.

As a long-time "primary dm" for many groups, I couldn't disagree more. What you post might be true for your preferred playstyle, but I don't find it to be true at all for mine.

I could as easily say that the dm's primary job is to have fun, and the players are there to amuse him while he does it.
 

I'm with you Average Citizen. I run games that create great stories, but I'll be clear that I only do this because I think its fun, and my group thinks its fun. We like exploring conflicts and themes. We like having big dramatic moments. We like each session to wrap up the current conflict as handily as a weekly TV show, even if there is a larger 'plot arc' working.

I don't think its about dream fulfillment for my group though. At least I hope not, my players are pretty adept at coming up with flawed, in some ways defective characters. :) My Hunter group consists of an underage prostitute, a racist hillbilly, a paranoid conspiracy theorist, and the 'third shooter' at Columbine.* Their first vampire they had tracked down to a cellar, and had a moral argument about whether they should kill it or not - one character argued vehemently that the vampire, as far as they knew, was hypnotizing people and feeding, then leaving them out somewhere. But they weren't killing anyone!

For us, I think its all about conflict. I think of my games as a sort of dramatic sandbox. I don't do the stuff you usually talk about with sandboxing - large predefined area, theme of exploration. But I do give the PCs free reign to go where they want in the story. And sometimes those places are dark, but they're almost always awesome.

And that's the fun of it for me. They think I do all the work. Ha! At best I come up with a monster of the week, push a couple of conflict at them, and sit back and let them entertain me. :D


* - Yeah, I know 'edgy'. But after hearing the backstory I decided to allow it. He was taken in by the shooters convinced there was a monster at the school. When he figured out their real plan, he got out of dodge. Just some background that might follow him. Wanted to explain in an attempt to ward off any flames. :)
 



I think the OP makes an interesting point. It's probably true for many that their wish-fulfillment has something to do with what they'd like to happen to their characters. But I doubt it's true for everyone.

Look at D&D as a form of fiction. Its interactive and personal, but it's still fiction, akin to books, plays, movies, television, comics, and bedtime stories. People enjoy fiction for lots of complex reasons. It's true for D&D as well.

I'd suggest amending the thesis to "find out what each players wants for the character, and make that happen". That's almost certain to be a winner. But it's not necessarily what the player personally dreams of.
 

Our job is to validate our players wildest daydreams and make every single one of them come true.

How much then are you willing to allow your players to fail? Can their characters lose, can they die? Is defeat truly a possibility?

I don't really think it's the GM's job to treat player aspirations of wish fulfillment like a to-do list. More I think it's the GM's job to facilitate fun by creating interesting situations and then fairly adjudicating them according to the style of game their playing.


BTW, when you say story game, what exactly do you mean? Is it just a matter of how seriously the world and characters are taken, or is it about telling a specific story or what? Maybe I'm being dense, but I'm not 100% clear on what you're advocating beyond "feed your players power fantasies and they'll love you".
 

How much then are you willing to allow your players to fail? Can their characters lose, can they die? Is defeat truly a possibility?
From my point of view, only if the players want their characters to be able to lose. I think most players want a real possibility of failure, because that makes success sweeter, so that does not interfere with OP's post at all.

If you do have players that don't want failure to be a possibility, then it shouldn't be. It's hard to imagine for me, but if that was the case that should be the game. Perhaps they keep coming back to life in a Planescape:Torment sort of way, or something along those lines.

Also, your "interesting situations" framework is not mutually exclusive from the original post. It's just a matter of making interesting situations from the desires of the players. For instance, a player tells you his character is searching for the man who killed his father. For a more rewarding game, the combats should make the character closer to finding that man. I don't agree with every combat, unless you're an incredibly sly writer. I don't think every character with separate goals can have their stories furthered by each combat.

And, if all player's want is to bust down doors and take treasure, then that is their dream that the OP is speaking of.
 

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