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Why would the encounters that the PCs have be independent of the choices made by their players? I said I don't like random encounters or "wandering monsters". You are the one who has introduced the notion of "planned encounters" - all I've said about planning is in post [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=86]#86 [/URL] upthread, where I said

Overall, I keep my planning reasonably fluid, because I prefer to respond to what the PCs do, and what happens as a result - and find that this provides enough "randomness" or "unexpectedness" in outcomes.​

Maybe 0%, if the discovery would add nothing to the game. Maybe 100%, if it obviously would. Maybe something in between that, if the "hanging around" is being resolved as a skill challenge, with being discovered one possible consequence of failing a skill check (the example I have in mind is Frodo and Sam "hanging around" in Mordor after inadverently engineering the deaths of all those orcs in Cirith Ungol).

I said a bit about how I would handle this sort of thing in post [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=86]#86 [/URL] also.

EDIT: Ninja-ed by [MENTION=16586]Campbell[/MENTION], although I think I might plan a little bit more than that. I often have ideas for thematically appropriate adversaries that also fit into the current general direction of ingame events, and will have them statted up, but will make decisions about where or exactly how to introduce them based on the dynamics of play. But Campbell is right that 4e's statblocks make it easy to introduce new or different adversaries easily. And it is also easy to level creatures up - if I statted up the hobgoblin captain 3 months ago, expecting that the PCs would confront him then, and then for various reasons that confrontation has been delayed for multiple sessions, I might still want the captain to be a worthy opponent even though the PCs have gained a level or two. 4e makes it very easy to do this.

We play the game in a totally different way. I run an organic world the PCs are not the center of the universe in my games. They maybe the ones on center stage but the world does not revolve around them.

If they going through dangerous enemy filled territory and they kill a bunch of orcs and then dally in the area there is a good chance that they will be discovered. If they kill the guards at the entrance of the keep and then go rest with plans to come back later they will find they have kicked a hornets nest over.

This is not railroading or taken players choices away from them this is having the world react in an organic fashion towards the PCs actions.
 

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The way I see it, when you lose hit points, you're spending extra effort to turn a fatal strike into a mere scratch or bruise. Your allies who haven't been hit are less exhaused because they haven't had to expend this extra effort. And it isn't the bruising and exhaustion that kills you. What kills you is the final fatal strike that you aren't able to avoid any more because you're bruised and exhausted.

EDIT: To use an analogy, normal fighting is like long-distance running, and avoiding a fatal strike is like sprinting. A well-trained athlete can keep doing the former for quite some time, possibly for hours on end, such as during a marathon. However, even a well-trained athlete can only sprint for so long and for so many times before he has to rest.

I do understand that people look at it differently.

It is like this we all have our WTF when it comes to gaming. For example I have no trouble with color coded dragons, elves, fighters walking around all day in full plate and not getting exhausted or heat stroke and never stopping to pee but healing surges the way they are in 4E are one of my WTFs. :)
 

[MENTION=80916]Elfwitch[/MENTION] It was not my intent to link sandbox play to railroading. My intent was to express that both conflict with the way I tend to approach gaming. I actually prefer to avoid loaded terminology like railroading and metagaming because they usually obscure the issue being discussed.

I'm not opposed to preparation. I do some prep work, but like [MENTION=42582]pemerton[/MENTION] I prefer to keep it fluid. I tend to have a more fluid view of the fiction than is traditional here. In the way I approach gaming character and setting are not some nailed down thing that exist outside of the play experience. Until a detail emerges in play it is only possibility. As a DM or a player I'm constantly evaluating what would result in the best play experience possible for everyone at the table and adapting to this intuition. To me the essential question of play is not 'What makes the most sense given the situation?'. It's 'What would lead to the most interesting/thematic results that I can find some way to justify?'.
 

[MENTION=80916]Elfwitch[/MENTION] It was not my intent to link sandbox play to railroading. My intent was to express that both conflict with the way I tend to approach gaming. I actually prefer to avoid loaded terminology like railroading and metagaming because they usually obscure the issue being discussed.

I'm not opposed to preparation. I do some prep work, but like [MENTION=42582]pemerton[/MENTION] I prefer to keep it fluid. I tend to have a more fluid view of the fiction than is traditional here. In the way I approach gaming character and setting are not some nailed down thing that exist outside of the play experience. Until a detail emerges in play it is only possibility. As a DM or a player I'm constantly evaluating what would result in the best play experience possible for everyone at the table and adapting to this intuition. To me the essential question of play is not 'What makes the most sense given the situation?'. It's 'What would lead to the most interesting/thematic results that I can find some way to justify?'.

Thank you for taking the time to explain that.

My group like these huge world changing kind of games more LOTR type than say Conan who is just out exploring and getting in trouble.

I have found the only way to deliver that is with preparation to keep a handle on everything. Basically I am running the other side. I know what their plans are and when the PCs do things to disrupt or change them then I have to figure out what does Tiamat do now.

That does not mean there is no fluidity. I have at the table thrown out an idea because something better has come up or something the players have done makes me go ooh I wish I had thought of that.

For example I had a whole section about what was happening in the elven kingdom and then listening to the players speculating I went home and changed it because their speculations were so much better than what I came up with.

An off comment about the head of the one church being possessed, he was not at that moment, he is now made me look at indroducing demona and devils in the game they were not originally in my plan.

There are so many ways to play the game and I don't ever like saying your way is wrong.

Terms like railroading can make some one angry because it has such a negative connotation. I have played in a railroaded game and it was not fun. I felt like why am I bothering to show up the DM has already decided a head of time what my character is going to do.

I do play in an adventure path which is a very linear game I knew this when I joined the game we are enjoying it because even though it is linear we are not railroaded in how we choose to handle it. I guess we have an unspoken agreement with the DM she allows ua freedom to handle the encounters and run our characters and we agree to pick up on the next plot hook to keep the adventure path going.
 

[I tend to have a more fluid view of the fiction than is traditional here. In the way I approach gaming character and setting are not some nailed down thing that exist outside of the play experience. Until a detail emerges in play it is only possibility.

<snip>

To me the essential question of play is not 'What makes the most sense given the situation?'. It's 'What would lead to the most interesting/thematic results that I can find some way to justify?'.
This.

My group like these huge world changing kind of games more LOTR type than say Conan who is just out exploring and getting in trouble.
And this (at least, that is what I like to GM, and my group seems to enjoy it too).

I have found the only way to deliver that is with preparation to keep a handle on everything. Basically I am running the other side. I know what their plans are and when the PCs do things to disrupt or change them then I have to figure out what does Tiamat do now.
But not so much this. After three and a half years of play (well over 50 sessions, and PCs from 1st to 17th level) my background notes for the campaign are 4 A4 pages. There's other stuff too - on scrap bits of paper, on players' sheets, in one or more memories - but I find a few broad strokes and basic ideas about who likes or doesn't like who can go a long way.

I tend not to keep track of plans or machinations in too much detail. I certainly wouldn't say I run my game fully no myth, but I like the general spirit of that approach. Unless the PCs have actually stumbled onto a plan or machination I tend to leave all those details to be worked out later. I'm more focused on colour and theme.

A concrete example: The PCs break into the evil wizard's lab and find a weird machine, the main feature of which is a Flux Slaad head floating in a vat of acid. They know from another source that the evil wizard is interested in taking control of the Soul Abattoir, a place in the underdark where the god Torog captures the souls of those who die in the underdark. They infer that the Flux Slaad machine is related in some fashion to taking control of those souls (presumably it involves manipulating planar boundaries, just like a Flux Slaad does). But how exactly does it all work? What exactly is it all for? What would happen if someone took control of the Soul Abattoir, and what exactly does that even mean?

All this can be worked out later, when it becomes relevant in play (at present, the PCs have just started their descent into the depths of the earth). For present purposes, clear ideas - like an evil wizard with a plot, a mad machine with a Flux Slaad head as its core motor component, and a place in the underdark where souls are collected by a sinister god - are enough to keep play moving. The players have material to work with, and in relation to which they can meaningfully orient their PCs and pursue goals (like liberating the Soul Abattoir from Torog - but will they have to use the Flux Slaad machine to do so?!).
 

This.

And this (at least, that is what I like to GM, and my group seems to enjoy it too).

But not so much this. After three and a half years of play (well over 50 sessions, and PCs from 1st to 17th level) my background notes for the campaign are 4 A4 pages. There's other stuff too - on scrap bits of paper, on players' sheets, in one or more memories - but I find a few broad strokes and basic ideas about who likes or doesn't like who can go a long way.

I tend not to keep track of plans or machinations in too much detail. I certainly wouldn't say I run my game fully no myth, but I like the general spirit of that approach. Unless the PCs have actually stumbled onto a plan or machination I tend to leave all those details to be worked out later. I'm more focused on colour and theme.

A concrete example: The PCs break into the evil wizard's lab and find a weird machine, the main feature of which is a Flux Slaad head floating in a vat of acid. They know from another source that the evil wizard is interested in taking control of the Soul Abattoir, a place in the underdark where the god Torog captures the souls of those who die in the underdark. They infer that the Flux Slaad machine is related in some fashion to taking control of those souls (presumably it involves manipulating planar boundaries, just like a Flux Slaad does). But how exactly does it all work? What exactly is it all for? What would happen if someone took control of the Soul Abattoir, and what exactly does that even mean?

All this can be worked out later, when it becomes relevant in play (at present, the PCs have just started their descent into the depths of the earth). For present purposes, clear ideas - like an evil wizard with a plot, a mad machine with a Flux Slaad head as its core motor component, and a place in the underdark where souls are collected by a sinister god - are enough to keep play moving. The players have material to work with, and in relation to which they can meaningfully orient their PCs and pursue goals (like liberating the Soul Abattoir from Torog - but will they have to use the Flux Slaad machine to do so?!).

I don't think the people discussing this issue are as far apart in style as they think.

Just MHO.
 

After all, I agree with Elf Witch about knowing the "other" sides plots and goals etc.

But like Pemerton, I don't detail to far out...that would be crazy since knowing my players...they will change course.

So I stay about one session ahead of where "I think" they are headed concerning prep.
 

I don't think the people discussing this issue are as far apart in style as they think.
After all, I agree with Elf Witch about knowing the "other" sides plots and goals etc.

But like Pemerton, I don't detail to far out
I'm not sure what counts as a big gap here, but I think there's a reasonable gap.

It's not just about looseness of prep, although that can be one point of similarity.

It's also about the thinking that guides a GM's decision-making.

Elf Witch says:

I run an organic world the PCs are not the center of the universe in my games. They maybe the ones on center stage but the world does not revolve around them.

<snip>

This is not railroading or taken players choices away from them this is having the world react in an organic fashion towards the PCs actions.

I like my fantasy world as verisimilitudinous as the next person, but I don't make decisions about what happens next based on organic extrapolation from known backstory. I make it based on dramatic/thematic extrapolation to "What would be cool here?" or "How can I turn up the pressure (which might be thematic pressure, or danger, or whatever) on the players, by putting pressure on their PCs?"

I still think that this passage from a Forge post by Paul Czege captures it best:

I think [another poster's] "Point A to Point B" way of thinking about scene framing is pretty damn incisive.

. . .

There are two points to a scene - Point A, where the PCs start the scene, and Point B, where they end up. Most games let the players control some aspect of Point A, and then railroad the PCs to point B. Good narrativism will reverse that by letting the GM create a compelling Point A, and let the players dictate what Point B is (ie, there is no Point B prior to the scene beginning).​

I think it very effectively exposes, as Ron points out above, that although roleplaying games typically feature scene transition, by "scene framing" we're talking about a subset of scene transition that features a different kind of intentionality. My personal inclination is to call the traditional method "scene extrapolation," because the details of the Point A of scenes initiated using the method are typically arrived at primarily by considering the physics of the game world, what has happened prior to the scene, and the unrevealed actions and aspirations of characters that only the GM knows about.

"Scene framing" is a very different mental process for me. Tim asked if scene transitions were delicate. They aren't. Delicacy is a trait I'd attach to "scene extrapolation," the idea being to make scene initiation seem an outgrowth of prior events, objective, unintentional, non-threatening, but not to the way I've come to frame scenes in games I've run recently.

. . .

I'm having trouble capturing in dispassionate words what it's like, so I'm going to have to dispense with dispassionate words. By god, when I'm framing scenes, and I'm in the zone, I'm turning a freakin' firehose of adversity and situation on the character. It is not an objective outgrowth of prior events. It's intentional as all get out. We've had a group character session, during which it was my job to find out what the player finds interesting about the character. And I know what I find interesting. I frame the character into the middle of conflicts I think will push and pull in ways that are interesting to me and to the player. I keep NPC personalities somewhat unfixed in my mind, allowing me to retroactively justify their behaviors in support of this. And like Scott's "Point A to Point B" model says, the outcome of the scene is not preconceived.​

I don't want to put too much weight on the "railroading to point B" part of this analysis - I've got some views on it, but they're a bit contentious.

The difference that I think Elf Witch has correctly identified is between (i) running an "organic world" - in which point A is delicately extraploated from prior events (including backstory that perhaps only the GM knows), and (ii) running a game in which the PCs are framed as the protagonists, and scenes are framed by the GM so as to deliberately push hard on those PCs in ways that will be interesting to all the participants in the game. (Of course, my game is 4e D&d, and not some hardcore avant-garde game of the sort Paul Czege would run - I'm sure he would not find my actual game to his tastes. It's his methods that I'm interested in here.)

Even if preparation is loose, there can still be a big difference between (i) and (ii).

If you're interested in why I prefer approach (ii) to approach (i), I can say more. But I hope the contrast is tolerably clear even if it's not clear why someone might prefer one approach to the other.
 
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I'm not sure what counts as a big gap here, but I think there's a reasonable gap.

It's not just about looseness of prep, although that can be one point of similarity.

It's also about the thinking that guides a GM's decision-making.

Elf Witch says:

snip

Excellent post on your part. And I do understand there are two approaches.

But the more I understand people's view, the more I find in common with both sides.

I have a sandbox running in the background with plots and updating events, I have a flexible roadmap of what the players may encounter, AND I change things as you reccomend when its dramatic or makes for a good story.

Flexibility is the key...Semper Gumby and all....



Great discussion....thanks to all for your patience with me.
 

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