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Do your PCs lead a charmed life?
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<blockquote data-quote="clockworkjoe" data-source="post: 1592631" data-attributes="member: 1321"><p>Giving the PCs any form of plot immunity stills breaks the suspension of disbelief that I think is important to a game like D&D. It's like seeing the boom mic at the top of the screen for a few seconds in a movie. It reminds you that you're watching a movie and distracts you from the story. </p><p></p><p>I have played several games of that type in the past, which is why I don't like them anymore. In my experience, they tend to take the structure of a 'choose your own adventure' where the players are given a limited set of options and must choose among them, if they are even given real options. Players that make a 'wrong' choice are punished (lose reputation/items etc.) but are never killed since that would break the GM's plot apart. The GM basically writes a story about them and they are more or less along for the ride. This type of GM tends to be pretty inflexible about sudden changes of pace (PC 1: Forget about the elves. I want to see the Mountains of Zondar! PC 2: Yeah, the elves suck. PC 3-5: ok. GM: The elves bar you from leaving and the mountains of Zondar fall off the face of the earth) and may railroad the players pretty frequently.</p><p></p><p>To me, roleplaying is a game about telling a story <em>that no one knows before it happens in the game.</em> More importantly, the best stories happen in a consisent world mediated by the GM that the player characters inhabit. Generally speaking, the less a GM does in terms of metagaming or plot management PERIOD the better. <u>Let the players play the game.</u> The story of every single campaign should be whatever the players do.</p><p></p><p>So, the more I think about it, the more I oppose basically every form of GM plot management. Let the PCs do whatever they want, and let the dice fall where they may. If the players are so neurotic that a PC death affects them more emotionally than say losing a game of pickup basketball, that player probably has bigger problems than worrying about playing a game. </p><p></p><p>Obviously, this has just been my own experience, but I relish games where the dice are honest. It's more interesting and more fun than games run by GM fiat (and any game where a player can never ever die is run by GM fiat, period).</p></blockquote><p></p>
[QUOTE="clockworkjoe, post: 1592631, member: 1321"] Giving the PCs any form of plot immunity stills breaks the suspension of disbelief that I think is important to a game like D&D. It's like seeing the boom mic at the top of the screen for a few seconds in a movie. It reminds you that you're watching a movie and distracts you from the story. I have played several games of that type in the past, which is why I don't like them anymore. In my experience, they tend to take the structure of a 'choose your own adventure' where the players are given a limited set of options and must choose among them, if they are even given real options. Players that make a 'wrong' choice are punished (lose reputation/items etc.) but are never killed since that would break the GM's plot apart. The GM basically writes a story about them and they are more or less along for the ride. This type of GM tends to be pretty inflexible about sudden changes of pace (PC 1: Forget about the elves. I want to see the Mountains of Zondar! PC 2: Yeah, the elves suck. PC 3-5: ok. GM: The elves bar you from leaving and the mountains of Zondar fall off the face of the earth) and may railroad the players pretty frequently. To me, roleplaying is a game about telling a story [i]that no one knows before it happens in the game.[/i] More importantly, the best stories happen in a consisent world mediated by the GM that the player characters inhabit. Generally speaking, the less a GM does in terms of metagaming or plot management PERIOD the better. [u]Let the players play the game.[/u] The story of every single campaign should be whatever the players do. So, the more I think about it, the more I oppose basically every form of GM plot management. Let the PCs do whatever they want, and let the dice fall where they may. If the players are so neurotic that a PC death affects them more emotionally than say losing a game of pickup basketball, that player probably has bigger problems than worrying about playing a game. Obviously, this has just been my own experience, but I relish games where the dice are honest. It's more interesting and more fun than games run by GM fiat (and any game where a player can never ever die is run by GM fiat, period). [/QUOTE]
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