hawkeyefan
Legend
I say random and casual and you make the huge jump to the random words: "not serious". So, how? Do you really equate random = not serious and/or casual? It's like you read the text and jump to what you think I sorta kinda meant to your point of view. Why? How? Lets just assume I'm not some type of amazing wordsmith typing to say eleven different things with each typed word. Maybe just go with what is typed.
Casual certainly implies not serious. What do you think casual means?
Now, I’m not going to say that my games are of utmost seriousness because (a) they’re meant to be fun and entertaining, and (b) it sounds awful. I joke a lot during play, as both player and GM… but the events of play are often quite serious. The stakes tend to be very high.
I'm a very serious gamer.
I'm not one for all the theories. I'm about reality.
I think it's lot about the game play........
I see the talk of the DM doing very little or nothing and asking the players to continuously tell the DM what to do in the game play. This saves the DM from a lot of work, as the players will come up with all the ideas. And it has the feeling that if you give the players exactly what they tell you to give them, then the players will like the game more and have fun. The main idea seems to be to make sure the DM can never be a "tyrant" and put their badwrongfun ideas in the game: everything must be player lead. The players are Batman (batmen) and the DM is Alfred. Or the players are the Avengers and the DM is Jarvis(the human butler, not the AI).
Where have you seen anyone say this?
I’ve made it pretty clear that the GM brings a lot to play. Just because the players contribute ideas dorsn’tmean they’re coming up with everything. You seem to see it as either one extreme orthe other. Either the GM is doing everything or he’s doing nothing. There’s a large middle ground that exists.
As presented though.....this means you can only have a simple game play. Players just say simple and direct things like "goblins over there with a chest of gold" most of the time. And the DM nods and says "yes player". Then the character go over there and find goblins with a chest of gold. And this is hours of game play.
No one has provided an example like “goblins over there with a chest of gold”. That’s your own example, and yes, it’s terrible.
It would seem to be rare to the extreme for a player to say "uuuummmmm, I want six noble houses all competing to reassemble the six fragments of a lost artifact for some mysterious reason". And even if a player did, this is impossible to create in a second.
No, it’s really not. There is the entirety of fiction to draw on for inspiration. I can easily look to fiction like “Dune” or “A Song ofIce and Fire” or something similar to come up with noble houses. It’s not difficult at all.
But it also doesn't have to be done in a second. The GM can take a minute or two to come up with these details.
For this the DM will likely need several hours to create all of this and even more hours to make it a complex adventure. But....of course....if the DM does this they will be creating it all from THEIR ideas. The player input was just that one line. But anything the DM makes up is badwrongfun....
No one has said the GM can’t contribute. Very much the opposite. This is your own inability to see anything but two extremes as being possible.
This is why I have said you should ask questions. You clearly don’t understand this kind of game. So… ask.
If someone out there had no idea how to play D&D and you were trying to explain it, and they continued to just tell you that you were wrong… don’t you think they’d be approaching the conversation in a poor way?
And this would be a mess to just improv on the fly. You can't just 'improv' six random noble family names any time a player asks 'what are the six noble family names'. You have to write them down and keep track of them. Same with family member NPCs. You can't just have random names every round.
Once something is established, you can write it down if you want. Once it’s introduced to play, then it’s in play. Things don’t change. Again… you’re not understanding, or you’re choosing to ignore when this has been said.
And the same goes for an adventure log: you need to keep track of what happened. So, you have to have a lot of details, and more each hour of play.
No one is saying otherwise. I mean, I don’t write everything down… I rely on our collective memories for some things. But the players take notes and so do I as the GM.
And to have a complex game, you need to have a web of connections between all the pieces of information. That is what makes it complex. But to have that complexity, you have to have written down saved details, notes and content. All made by the DM alone, with sure some vague input from the players. This is not possible in a player lead game where each moment a player is just saying "DM make this for me" and the DM does without question.
Yeah, this is just wrong. You don’t need to have all this determined by the GM ahead of time in order to have complexity in the game’s fiction. That’s just incorrect. I know this because I’ve played games that have had complexity and which were played as I’ve been describing.
I get that you have not played such a game… but that doesn’t make it impossible. All it means is that you’ve not done it and you’re struggling to see how others can do it.