@Hobo, [MENTION=16814]Ovinomancer[/MENTION] is the one who referred to "most GM advice for player-driven games".
And this isn't the D&D subforum. It's the general RP subforum.
But here's some advice from a D&D book about player-driven RPGing which says nothing about GM-driven spotlight sharing and emphasises the correlation between player skill and contribution to the shape and direction of play; and which also denies a zero-sum conception of the results of player skill:
AD&D PHB, pp 107-9.
(Notice also that Gygax doesn't think you can be skilled and timid. Part of the skill of play is choosing an objective and then being prepared to stick to it. That's not a logical claim. It's a claim about what constitutes skill in the activity in question.)
And this isn't the D&D subforum. It's the general RP subforum.
But here's some advice from a D&D book about player-driven RPGing which says nothing about GM-driven spotlight sharing and emphasises the correlation between player skill and contribution to the shape and direction of play; and which also denies a zero-sum conception of the results of player skill:
First get in touch with all those who will be included in the adventure, or if all are not available, at least talk to the better players so that you will be able to set an objective for the adventure. Whether the purpose is so simple as to discover a flight of stairs to the next lowest unexplored level or so difficult as to find and destroy on altar to an alien god, some firm obiective should be established and then adhered to as strongly as possible. . . .
Superior play makes the game more enjoyable for all participants, DM and players alike. It allows more actual playing time. It makes play more interesting. The DM will have to respond to superior ploy by extending himself or herself to pose bigger and better problems for the party to solve. This in turn means more enjoyment for the players.
Superior play makes the game more enjoyable for all participants, DM and players alike. It allows more actual playing time. It makes play more interesting. The DM will have to respond to superior ploy by extending himself or herself to pose bigger and better problems for the party to solve. This in turn means more enjoyment for the players.
AD&D PHB, pp 107-9.
(Notice also that Gygax doesn't think you can be skilled and timid. Part of the skill of play is choosing an objective and then being prepared to stick to it. That's not a logical claim. It's a claim about what constitutes skill in the activity in question.)
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