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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Maxperson" data-source="post: 7581581" data-attributes="member: 23751"><p>The planning isn't as important in our games as you might think. Upthread quite a ways I mentioned how I once prepped a demon invasion storyline. First session in, the players were like, "Demons!? Screw this. Let's go south, steal a ship and become pirates. So that's what they did. The demon story progressed without them. They heard about it mostly via rumors, but occasionally it affected them in minor ways directly, as it was a very large spanning plot, but beyond that it was entirely pirates. If they had in the middle of being pirates decided to take their booty, hire mercenaries and builders, and go to Chult to carve out a small kingdom, that's the direction the game would have gone and the pirates portion would be over.</p><p></p><p>My group has three of us who DM. I DM about 80% of the time, and the other two give me breaks sometimes by running the other 20% of the time. They run the game like I do. Nobody is required to take the story hook or follow a plot, and none of us gets bitter about it if the players don't want to engage. The players choose the direction that the game goes, and the DM preps along those lines.</p><p></p><p></p><p></p><p>Really? It's a fairly common saying. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Maxperson, post: 7581581, member: 23751"] The planning isn't as important in our games as you might think. Upthread quite a ways I mentioned how I once prepped a demon invasion storyline. First session in, the players were like, "Demons!? Screw this. Let's go south, steal a ship and become pirates. So that's what they did. The demon story progressed without them. They heard about it mostly via rumors, but occasionally it affected them in minor ways directly, as it was a very large spanning plot, but beyond that it was entirely pirates. If they had in the middle of being pirates decided to take their booty, hire mercenaries and builders, and go to Chult to carve out a small kingdom, that's the direction the game would have gone and the pirates portion would be over. My group has three of us who DM. I DM about 80% of the time, and the other two give me breaks sometimes by running the other 20% of the time. They run the game like I do. Nobody is required to take the story hook or follow a plot, and none of us gets bitter about it if the players don't want to engage. The players choose the direction that the game goes, and the DM preps along those lines. Really? It's a fairly common saying. :) [/QUOTE]
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