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Can the GM cheat?
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<blockquote data-quote="ExploderWizard" data-source="post: 6133249" data-attributes="member: 66434"><p>The player type that prefers railroads isn't a myth. For the most part a lot of casual players fall into this category. It isn't so much a strong preference for such a playstyle as it is apathy towards doing anything else. These players don't mind being led through scenes of the GM's choosing because the alternative means having to come up with goals and motivations of thier own. I have found myself playing in some campaigns this way. I just wanted to roll some dice, and play through whatever the GM felt like making up. </p><p></p><p>So I can see the desire of some players to kick back, and let the GM direct, and frame scenes. It is a style thats very easy on the players, especially busy players who really only have time to think about the game during actual play time. </p><p></p><p>The thing missing from such campaigns is active player involvement and investment in the campaign. When the action is purely player driven, there is an energy and intensity that makes the campaign become more alive. </p><p></p><p>Although tabletop games and video games are different animals, this videogame analogy should serve to illustrate difference in campaign styles:</p><p></p><p>#1 Your character is in a star fighter or similar ship. In this portion of the game the AI pilots the ship over several areas of enemies. You operate the lasers, and drop bombs as you fly over these areas. </p><p></p><p>#2 Your character is in a star fighter or similar ship. Your mission is to fly over and destroy enemy targets. You pilot the ship ,operate the lasers, and drop the bombs. </p><p></p><p>In the first instance, the scene is framed for you. The targets can only be attacked as the framing permits since you do not have control of the ship. Within that framing you decide how to attack the targets and what ordinance to use. You cannot decide what targets are first or how much time to spend on a particular target. </p><p></p><p>In the second instance, you decide when you take off, and where you will fly. You can attack the targets in any order you wish, fly by and attack them each a bit at a time, or even crash your ship into one. You are in control of your destiny. </p><p></p><p>Which game would be more engaging? </p><p></p><p>This doesn't mean that player driven games must be completely directionless. The GM is still the lens through which players see the campaign world and information to act on still needs to be provided. The central "story" or plot of the campaign simply becomes what the players decide to focus on instead of a GM provided focus. First and foremost, such a player decided focus requires interested and invested players. If the whole group prefers to just sit back and follow the GM's story then a player driven game will never get off the ground. </p><p></p><p>Matching expectations and knowing your play group are the keys to happy gaming.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 6133249, member: 66434"] The player type that prefers railroads isn't a myth. For the most part a lot of casual players fall into this category. It isn't so much a strong preference for such a playstyle as it is apathy towards doing anything else. These players don't mind being led through scenes of the GM's choosing because the alternative means having to come up with goals and motivations of thier own. I have found myself playing in some campaigns this way. I just wanted to roll some dice, and play through whatever the GM felt like making up. So I can see the desire of some players to kick back, and let the GM direct, and frame scenes. It is a style thats very easy on the players, especially busy players who really only have time to think about the game during actual play time. The thing missing from such campaigns is active player involvement and investment in the campaign. When the action is purely player driven, there is an energy and intensity that makes the campaign become more alive. Although tabletop games and video games are different animals, this videogame analogy should serve to illustrate difference in campaign styles: #1 Your character is in a star fighter or similar ship. In this portion of the game the AI pilots the ship over several areas of enemies. You operate the lasers, and drop bombs as you fly over these areas. #2 Your character is in a star fighter or similar ship. Your mission is to fly over and destroy enemy targets. You pilot the ship ,operate the lasers, and drop the bombs. In the first instance, the scene is framed for you. The targets can only be attacked as the framing permits since you do not have control of the ship. Within that framing you decide how to attack the targets and what ordinance to use. You cannot decide what targets are first or how much time to spend on a particular target. In the second instance, you decide when you take off, and where you will fly. You can attack the targets in any order you wish, fly by and attack them each a bit at a time, or even crash your ship into one. You are in control of your destiny. Which game would be more engaging? This doesn't mean that player driven games must be completely directionless. The GM is still the lens through which players see the campaign world and information to act on still needs to be provided. The central "story" or plot of the campaign simply becomes what the players decide to focus on instead of a GM provided focus. First and foremost, such a player decided focus requires interested and invested players. If the whole group prefers to just sit back and follow the GM's story then a player driven game will never get off the ground. Matching expectations and knowing your play group are the keys to happy gaming. [/QUOTE]
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