hawkeyefan
Legend
Where I'm of the mind that as long as it's engaging for those involved, anything goes. I don't care if it's not pushing the adventure or story forward right this minute; we've potentially hundreds more sessions to see to that.
I'm also of the mind that the Lord of the Rings movies could (and maybe should) have been six-to-eight hours long each, in order to tell the full story and not skip over bits.
That's fine if that's your preference. Nothing wrong with it. My preference is simply different.
Maybe @Faolyn would be so kind as to repeat her description of it - the tea-drinking session.
Fair enough, though if your players wanted to engage in something like the tea-drinking session would you actually shut them down and force them to move on?
Yes, most likely. Again, it depends on what the purpose of the scene is and what it's contributing to the game. If it involves conflict of some sort, I'd be more inclined to let it continue. If it's literally a couple of characters chatting over tea with nothing of consequence, then yes, I'd call for an end to the scene and move on to the next one.
"That particular bit of wisdom" is what allows true-to-character roleplay to exist without having to take the intentional metagame step of compartmentalizing player knowledge away from character knowledge, something that IME almost everybody is more or less bad at.
I don't find such compartmentalization particularly difficult... I mean, aren't you the one who talks about GM impartiality? How do you accomplish that? If GMs can do it, players can do it.
But also, I don't find it all that necessary.
The setting can be the game and play can still be player-driven.
That may be possible, yes, but I think it requires certain elements that many here are eschewing... so I'm not sure how common that may be.
If the players can choose to interact with the world however they want through their PCs, and they choose to bite at one of the adventure hooks provided by the GM, that is IMO player-driven, because it was the choice of the player to follow that hook. If going off-road is always an option, how can it not be player-driven play?
Well, you're kind of starting in media res, no? That the setting is already constructed and a hook is already presented to the players. What about prior to that?
If we look at the game differently than many typically do.... like if we forget the geography and factions and NPCs and all that for a minute. Just think of all of that as information. Much of the game revolves around how this information is determined. I'm thinking of three methods.
First, the GM determines this information, and then shares only what he wants with the players.
Second, the GM determines this information, and the players can prompt the GM to share some of it based on actions they declare for their characters.
Third, the GM determine some information on his own, and then some information based on player prompts, and then during play the players can prompt the GM to share some of it based on actions they declare for their characters.
To me, the first two are GM driven. The first is probably flawed in some way (a railroad or similar) or otherwise intentionally limited (a con-game with a set time, etc.). The second is more of a mix of GM and player, but the players are still limited to learning only what the GM creates. The third involves a greater level of collaboration between GM and player.