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As a player, I like a campaign that...
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<blockquote data-quote="steenan" data-source="post: 5376646" data-attributes="member: 23240"><p>I definitely don't like games where someone has a clear story in mind. If there is a pre-prepared story, why am I playing, really? My choices either won't really matter or will crash the game - anyway, it won't be fun.</p><p></p><p>I also don't like "sandboxes". If it's just a setting, it does not create a dramatic pressure; it does not ask important questions. While it is possible that character actions will create a story, they most probably won't. It's not that I don't like simulationist play; I love it. But I need the game to address what is important to my character and a sandbox is, by definition, oblivious to it.</p><p></p><p>What I expect from a good game by a good GM is a situation that hooks me in and resonates with character's themes. A situation I may then address as I like, within the bounds of my character concept and the genre of the game. I want to have a direction, like "X is happening and it endangers Y that you care for or gives you a chance to achieve your goal Z" (not "you are given a quest to do X"). I want obstacles and complications - both tactical and moral, but always having something to do with my PC. I want the story to be created by my choices and by a dramatic opposition supplied by the GM.</p><p></p><p>I think that falls under answers 2 and 3.</p></blockquote><p></p>
[QUOTE="steenan, post: 5376646, member: 23240"] I definitely don't like games where someone has a clear story in mind. If there is a pre-prepared story, why am I playing, really? My choices either won't really matter or will crash the game - anyway, it won't be fun. I also don't like "sandboxes". If it's just a setting, it does not create a dramatic pressure; it does not ask important questions. While it is possible that character actions will create a story, they most probably won't. It's not that I don't like simulationist play; I love it. But I need the game to address what is important to my character and a sandbox is, by definition, oblivious to it. What I expect from a good game by a good GM is a situation that hooks me in and resonates with character's themes. A situation I may then address as I like, within the bounds of my character concept and the genre of the game. I want to have a direction, like "X is happening and it endangers Y that you care for or gives you a chance to achieve your goal Z" (not "you are given a quest to do X"). I want obstacles and complications - both tactical and moral, but always having something to do with my PC. I want the story to be created by my choices and by a dramatic opposition supplied by the GM. I think that falls under answers 2 and 3. [/QUOTE]
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