What’s the right way to run a campaign? That depends on your play style and the motivations of your players. Consider your players’ tastes, your strengths as a DM, table rules (discussed in part 3), and the type of game you want to run.Well, a good shorthand for
me is
@pemerton. I have suggested general descriptions for play approaches in the past, but they have not proven uncontroversial. For instance, I would tend to refer to the play that
you attribute to 95% of current D&D tables, and that
I described as
railroaded adventures (including the "three clue rule" and "node-based design"); GM decides; setting tourism; filler combats; failure offscreen (based on the GM imagining stuff on their own, and then bringing the results of that imagining back into play so as to defeat player goals for their PCs). Basically the suite of tools that I saw become predominant from the mid-80s on, and that AD&D 2nd ed tended to promote
as
GM-driven RPGing. I use that brief description because it succinctly picks up who decides what happens next, and what the focus and much of the content of the fiction will be.
I find it hard, even impossible, to conceive of RPGing in which the GM decides all those things and yet the
players are driving play.
Conversely, I prefer RPGing where the players do more of the driving, which is to say exert more influence over what happens next and what the focus and much of the content of the fiction will be. As I've posted in the past, I worked out myself how to approach RPGing in this sort of way in the mid-1980s inspired by the original OA, and about 20 years later found The Forge very helpful for better understanding what it was I was trying to do with my RPGing.
I anticipate that there may be one or more replies to this thread that assert that a game in which the GM has the pre-eminent role of deciding what happens can also be one in which the players are the main determiners of what happens next.
I don't really follow the contrast, here, between
social contract violation and
rules violation, especially once we feed in the idea of "invisible rulebooks".
I mean, why is the player's sense of fair play violated? Once possible answer is that in fact there was no failing on the GM's part, and that the player has made a mistake in that regard. But to me the more obvious explanation in most cases would be that the player's
sense of fair play is tracking the
actuality of fair play, and that they have been treated unfairly by the GM. And the most obvious way of explaining that unfairness, it seems to me, is that they were entitled to something - to a particular process for finding out what happens when their PC charges the Balor demon - and they didn't receive that entitlement.
The relevance of what's immediately above to the first half of this post is this: that at many D&D tables, especially where combat is concerned, the approach to resolution is not primarily GM decides. The players are able to drive play to at least some extent by invoking the combat rules.
The spellcasting rules are another example here, but when the spells fall outside of the combat context the analysis gets more complicated, and the range of approaches I think becomes more varied.