fireinthedust
Explorer
This is a long-overdue gripe that I have with players that I feel is important to state here on this forum. I am hoping for the message to get out, and maybe save some friendships.
I like the idea of fantasy settings and being a hero, because I like to imagine that I'm in them, to have input, because I believe my ideas are just as valid as a video game designer's. Also, I can think outside the box technology has made for me (and my poor dexterity means bad aim in games; can't finish Mario, sorry)
I like the question "what would you do?" The reason: it is important. It defines the game, the adventure, and makes everything possible.
The worst sort of player is one who thinks the GM has to tell them exactly what to do and how to do it. In fact, who want him to tell them exactly how to do it. Then, when the GM doesn't say what the player is supposed to do, they just sit there looking confused until they get a hint.
Example:
GM: you see a sandstone statue of a man about two feet tall standing in front of the doorway. It has a wicked grin with tiny sharp teeth carved into it, and an aztec-style head dress. At its feet are dried oranges. The door behind it is like the others in this dungeon, iron-bound wood with a gold lock below the doorknob. What do you do?
Response 1: Ideal player:
Hmm, I suppose I should think about the statue and interact with it in a meaningful way to determine if it is a threat to my goals. Then I should attempt to get around it to the door, perhaps, or reevaluate my situation based on new information gained regarding the statue.
Response 2: Increasingly Typical player:
Uuuhh... now what?
GM: now... what do you do?
Player: Um... does the statue look like it's going to attack me? Or should I... rest?
I know I'm not alone in this. As a GM I make a scenario so players can *Play* in them. I want to make a world that people can explore. This doesn't mean that I want them to just sit there while I tell them what they do, it means I want them to do things in the setting or scenario I'm DMing.
Thoughts?
I like the idea of fantasy settings and being a hero, because I like to imagine that I'm in them, to have input, because I believe my ideas are just as valid as a video game designer's. Also, I can think outside the box technology has made for me (and my poor dexterity means bad aim in games; can't finish Mario, sorry)
I like the question "what would you do?" The reason: it is important. It defines the game, the adventure, and makes everything possible.
The worst sort of player is one who thinks the GM has to tell them exactly what to do and how to do it. In fact, who want him to tell them exactly how to do it. Then, when the GM doesn't say what the player is supposed to do, they just sit there looking confused until they get a hint.
Example:
GM: you see a sandstone statue of a man about two feet tall standing in front of the doorway. It has a wicked grin with tiny sharp teeth carved into it, and an aztec-style head dress. At its feet are dried oranges. The door behind it is like the others in this dungeon, iron-bound wood with a gold lock below the doorknob. What do you do?
Response 1: Ideal player:
Hmm, I suppose I should think about the statue and interact with it in a meaningful way to determine if it is a threat to my goals. Then I should attempt to get around it to the door, perhaps, or reevaluate my situation based on new information gained regarding the statue.
Response 2: Increasingly Typical player:
Uuuhh... now what?
GM: now... what do you do?
Player: Um... does the statue look like it's going to attack me? Or should I... rest?
I know I'm not alone in this. As a GM I make a scenario so players can *Play* in them. I want to make a world that people can explore. This doesn't mean that I want them to just sit there while I tell them what they do, it means I want them to do things in the setting or scenario I'm DMing.
Thoughts?