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Dealing with logical but gamebreaking requests
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<blockquote data-quote="Lord Captian Tobacco" data-source="post: 5597045" data-attributes="member: 93707"><p><strong>Who moves the world?</strong></p></blockquote><p>You're seeing yourself as a referee arbiting the PCs efforts, not as an entertainer or storyteller nor as a gamist game-master providing in-game tactical challenges.</p><p></p><p>Not that I mind, I just thought I'd point it out. It seems you think this is the "only" or "natural" way to resolve such "player foolishness". IMO, it is actually a pretty extreme style of gamemastering.[/QUOTE]</p><p></p><p></p><p>The examples shown were extreme ends. Feedback and reactions to the players actions (or lack thereof) are the only way to make the world live and breath. </p><p>I suppose that the princess could have remained a captive for a year or more awaiting rescue. The do-dad really wasn't that necessary for the survival of the kingdom. If the heroes fail to deliver the notice from the king, well, it really isn't going to change anything. </p><p></p><p>Or will it? </p><p></p><p>Depends on how the world moves or remains stagnant at the will and demands of the players. I have found that in the longer duration games, the players expect the world to change even if they are not involved. </p><p>How else does the princess find her prince? how else would the GM know what clues to drop well in advance, concerning the planed kidnapping of the same princess in an effort to start a war, etc. etc. etc.</p><p>[/QUOTE]</p>
[QUOTE="Lord Captian Tobacco, post: 5597045, member: 93707"] [b]Who moves the world?[/b] [/quote] You're seeing yourself as a referee arbiting the PCs efforts, not as an entertainer or storyteller nor as a gamist game-master providing in-game tactical challenges. Not that I mind, I just thought I'd point it out. It seems you think this is the "only" or "natural" way to resolve such "player foolishness". IMO, it is actually a pretty extreme style of gamemastering.[/QUOTE] The examples shown were extreme ends. Feedback and reactions to the players actions (or lack thereof) are the only way to make the world live and breath. I suppose that the princess could have remained a captive for a year or more awaiting rescue. The do-dad really wasn't that necessary for the survival of the kingdom. If the heroes fail to deliver the notice from the king, well, it really isn't going to change anything. Or will it? Depends on how the world moves or remains stagnant at the will and demands of the players. I have found that in the longer duration games, the players expect the world to change even if they are not involved. How else does the princess find her prince? how else would the GM know what clues to drop well in advance, concerning the planed kidnapping of the same princess in an effort to start a war, etc. etc. etc. [/QUOTE]
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