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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4e: the metagame.
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<blockquote data-quote="GoodKingJayIII" data-source="post: 4469660" data-attributes="member: 13804"><p>Of course, and it certainly works. I played under a DM for four years who probably thinks very similarly. We played some of my favorite games, and whenever I'm behind the screen I do my best to emulate his improvisation and sense of story. It was truly his invention, and he knew it well and how it should work.</p><p></p><p>But remember that once you present that world to your players, it's no longer just yours, but theirs as well. You may do the brainstorming and generation, and set the course of events. But you are not creating a story about Baron von Osterbaden and his ingenius policymaking or mercantile trade revolt of 1707; it's about the players and their characters.</p><p></p><p>So really, you and your group are sharing the world. You may set up events, even lead or force them along the path of your choosing, but even then they may still surprise you. (And if you really want this kind of control, why not write a novel?)</p><p></p><p>Though he was snarky about it, I think what Gumphrey has issue with is that your mindset seems not to include the players and what they want. This of course is not necessarily the case; perhaps you've given your players what they're looking for within the framework of your world? That's certainly appropriate; kitchen sink campaigns are not for everyone, and really it's difficult to create a character outside of any context. I think every DM caters to his players in some respect, otherwise even your friends will lose interest and stop playing.</p><p></p><p>I suspect you don't have frequent game sessions where the players come over and you spin yarns about current events and history in your setting for several hours. Unless this is the case, you are certainly running a character centered game, whether or not you care about it.</p></blockquote><p></p>
[QUOTE="GoodKingJayIII, post: 4469660, member: 13804"] Of course, and it certainly works. I played under a DM for four years who probably thinks very similarly. We played some of my favorite games, and whenever I'm behind the screen I do my best to emulate his improvisation and sense of story. It was truly his invention, and he knew it well and how it should work. But remember that once you present that world to your players, it's no longer just yours, but theirs as well. You may do the brainstorming and generation, and set the course of events. But you are not creating a story about Baron von Osterbaden and his ingenius policymaking or mercantile trade revolt of 1707; it's about the players and their characters. So really, you and your group are sharing the world. You may set up events, even lead or force them along the path of your choosing, but even then they may still surprise you. (And if you really want this kind of control, why not write a novel?) Though he was snarky about it, I think what Gumphrey has issue with is that your mindset seems not to include the players and what they want. This of course is not necessarily the case; perhaps you've given your players what they're looking for within the framework of your world? That's certainly appropriate; kitchen sink campaigns are not for everyone, and really it's difficult to create a character outside of any context. I think every DM caters to his players in some respect, otherwise even your friends will lose interest and stop playing. I suspect you don't have frequent game sessions where the players come over and you spin yarns about current events and history in your setting for several hours. Unless this is the case, you are certainly running a character centered game, whether or not you care about it. [/QUOTE]
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4e: the metagame.
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