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Burning Questions: What's the Worst Thing a DM Can Do?
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<blockquote data-quote="Nagol" data-source="post: 7758758" data-attributes="member: 23935"><p>I don't recall much GM advice wrt classic Traveller let alone advice to maintain narrative pressure. Where did you find it?</p><p></p><p>The problems I have with concerning myself with the "good of the story" is twofold. </p><p></p><p>First, it's not my story; I have input, each player has input, and we allow random input. Ultimately, though, it is the players' story; they pick the challenges, they devise the stratagems, and act on them for good or ill.</p><p></p><p>Second, what I think makes a good engaging story is almost certainly at odds with the story each player wants and in all likelihood, they will have a hard time agreeing between themselves. I was originally drawn to RPGs because of the "But I would've done it differently!" cry I made when the protagonists did something I thought obviously foolish or did not do something I thought obviously sensible. It's sort of like pizza toppings. Everyone has their own favourites. D&D doesn't offer a lot of signs for players to signal what they want included in their story unlike so many other systems. -- including most of the ones you reference. The best signal a player can make as to what story they'd like to see is their action declarations. My best option is to react to those signals as plausibly as I can.</p></blockquote><p></p>
[QUOTE="Nagol, post: 7758758, member: 23935"] I don't recall much GM advice wrt classic Traveller let alone advice to maintain narrative pressure. Where did you find it? The problems I have with concerning myself with the "good of the story" is twofold. First, it's not my story; I have input, each player has input, and we allow random input. Ultimately, though, it is the players' story; they pick the challenges, they devise the stratagems, and act on them for good or ill. Second, what I think makes a good engaging story is almost certainly at odds with the story each player wants and in all likelihood, they will have a hard time agreeing between themselves. I was originally drawn to RPGs because of the "But I would've done it differently!" cry I made when the protagonists did something I thought obviously foolish or did not do something I thought obviously sensible. It's sort of like pizza toppings. Everyone has their own favourites. D&D doesn't offer a lot of signs for players to signal what they want included in their story unlike so many other systems. -- including most of the ones you reference. The best signal a player can make as to what story they'd like to see is their action declarations. My best option is to react to those signals as plausibly as I can. [/QUOTE]
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