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<blockquote data-quote="the Jester" data-source="post: 5804500" data-attributes="member: 1210"><p>I'd have to say "storyteller" by the definitions you give.</p><p></p><p>However, the problem with that is that I absolutely hate 'story-driven' games. </p><p></p><p>The story is <em>what you tell after the game is over,</em> not <em>the path that the pcs are expected to follow,</em> and unfortunately, most storyteller style games involve following a specific plotline (the story). </p><p></p><p>How would you peg me if you add a third component to this?</p><p></p><p>1. Big picture > Immediate focus.</p><p>2. World interaction/exploration > Combat resolution.</p><p>3. PC choices > Plotline</p><p></p><p>Note that I don't mean to say that the bad guys' plots won't advance absent pc action; quite the contrary, the pcs are free to let the villains accomplish their goals <em>just by ignoring them or going elsewhere in the world.</em></p><p></p><p>To give a couple of examples from published adventures, if my group were going through the classic 1e ToEE and decided to break the sealed doors and leave, letting Z go free, that would be terrible <em>for the region</em> but just fine <em>for the campaign.</em> </p><p></p><p>Likewise, if they were playing Keep on the Shadowfell and got trapped inside at the end, I'd be fine with them dealing with the consequences of being trapped rather than handwaving things so that they can hang out as long as they want in the "you'll be trapped soooooon!!!" section without actually getting trapped. Or if they lost interest and left before confronting Kalarel, he'd reach his (nebulous, not clear what they actually are at all) goals.</p></blockquote><p></p>
[QUOTE="the Jester, post: 5804500, member: 1210"] I'd have to say "storyteller" by the definitions you give. However, the problem with that is that I absolutely hate 'story-driven' games. The story is [i]what you tell after the game is over,[/i] not [i]the path that the pcs are expected to follow,[/i] and unfortunately, most storyteller style games involve following a specific plotline (the story). How would you peg me if you add a third component to this? 1. Big picture > Immediate focus. 2. World interaction/exploration > Combat resolution. 3. PC choices > Plotline Note that I don't mean to say that the bad guys' plots won't advance absent pc action; quite the contrary, the pcs are free to let the villains accomplish their goals [i]just by ignoring them or going elsewhere in the world.[/i] To give a couple of examples from published adventures, if my group were going through the classic 1e ToEE and decided to break the sealed doors and leave, letting Z go free, that would be terrible [i]for the region[/i] but just fine [i]for the campaign.[/i] Likewise, if they were playing Keep on the Shadowfell and got trapped inside at the end, I'd be fine with them dealing with the consequences of being trapped rather than handwaving things so that they can hang out as long as they want in the "you'll be trapped soooooon!!!" section without actually getting trapped. Or if they lost interest and left before confronting Kalarel, he'd reach his (nebulous, not clear what they actually are at all) goals. [/QUOTE]
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