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General Tabletop Discussion
*Dungeons & Dragons
Does the world exist for the PCs?
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<blockquote data-quote="jgsugden" data-source="post: 7613584" data-attributes="member: 2629"><p>Evolution is always required. PCs die. Players move. Sometimes storylines fizzle or veer in a direction tat is best abandoned. But, you can adjust, introduce new elements, close loops in different ways etc... Regardless, this is a problem you face whether the themes and stories in your games are ones you placed in front of the players and asked them to adopt or if they are themes you crafted WITH the players.</p><p></p><p>The more I read this thread, the odder I find it. And, the more I recommend people read chapter one of the DMG, especially the section called, "Involving the Characters". If you have not read chapter one of the DMG - the guide for Dungeon Masters - please do so.</p><p></p><p>Another way to think about this: D&D is - at the core - improvisational acting. You're sitting at the table improvising dialogue and actions for your PCs and NPCs. What are the basic rules of improv? What is the FIRST of those rules? There are a lot of ways to say these rules, but the first one is usually either, "Say YES" or "Don't DENY". What does that mean? Why is it there? </p><p></p><p>It is there so that the story can flow organically by allowing both scene partners to build upon the efforts of each other and create a cumulative story that flows and breathes. All up, without backtrack. When the DM dictates their world on players, without involving the characters in the development of it, they're ignoring their scene partners. Instead, SAY YES by involving them and building with them, back and forth.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 7613584, member: 2629"] Evolution is always required. PCs die. Players move. Sometimes storylines fizzle or veer in a direction tat is best abandoned. But, you can adjust, introduce new elements, close loops in different ways etc... Regardless, this is a problem you face whether the themes and stories in your games are ones you placed in front of the players and asked them to adopt or if they are themes you crafted WITH the players. The more I read this thread, the odder I find it. And, the more I recommend people read chapter one of the DMG, especially the section called, "Involving the Characters". If you have not read chapter one of the DMG - the guide for Dungeon Masters - please do so. Another way to think about this: D&D is - at the core - improvisational acting. You're sitting at the table improvising dialogue and actions for your PCs and NPCs. What are the basic rules of improv? What is the FIRST of those rules? There are a lot of ways to say these rules, but the first one is usually either, "Say YES" or "Don't DENY". What does that mean? Why is it there? It is there so that the story can flow organically by allowing both scene partners to build upon the efforts of each other and create a cumulative story that flows and breathes. All up, without backtrack. When the DM dictates their world on players, without involving the characters in the development of it, they're ignoring their scene partners. Instead, SAY YES by involving them and building with them, back and forth. [/QUOTE]
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Does the world exist for the PCs?
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