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Beyond Old and New School - "The Secret That Was Lost"
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<blockquote data-quote="Ahnehnois" data-source="post: 6233894" data-attributes="member: 17106"><p>Not necessarily. Horror gaming is very informative in that regard. A horror PC rarely if ever, makes meaningful choices and often has very little knowledge about what's going on. And even outside of that genre, players don't always care about their own influence.</p><p></p><p>Heck, the last session (of CoC) that I ran, I warned a player in advance that it might be a while before his character was introduced, and I ended up cutting him out of the entire session. Not even a hint of this character's existence or relevance. And he thought it was a great session. Which tells me that a) I have good players, and b) participation isn't sine qua non.</p><p></p><p>However, in general, I agree that the players expect to make a meaningful impact on the game.</p><p></p><p>But, if they get the sense that nothing ever happens to them without without them having a choice in the matter, that they aren't subject to the whims of fate, they quickly become megalomaniacal and start running rampant. That's why there needs to be a balance. The players need to feel like they matter, but not like they're in control. The DMing actions needed to achieve that have to be customized to the individual gaming table. Thus, the DM is given blanket authority, but asked to use discretion.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6233894, member: 17106"] Not necessarily. Horror gaming is very informative in that regard. A horror PC rarely if ever, makes meaningful choices and often has very little knowledge about what's going on. And even outside of that genre, players don't always care about their own influence. Heck, the last session (of CoC) that I ran, I warned a player in advance that it might be a while before his character was introduced, and I ended up cutting him out of the entire session. Not even a hint of this character's existence or relevance. And he thought it was a great session. Which tells me that a) I have good players, and b) participation isn't sine qua non. However, in general, I agree that the players expect to make a meaningful impact on the game. But, if they get the sense that nothing ever happens to them without without them having a choice in the matter, that they aren't subject to the whims of fate, they quickly become megalomaniacal and start running rampant. That's why there needs to be a balance. The players need to feel like they matter, but not like they're in control. The DMing actions needed to achieve that have to be customized to the individual gaming table. Thus, the DM is given blanket authority, but asked to use discretion. [/QUOTE]
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