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*Pathfinder & Starfinder
Doing it wrong Part 1: Taking the dragon out of the dungeon
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<blockquote data-quote="pemerton" data-source="post: 6066782" data-attributes="member: 42582"><p>There is a big difference between "DM plans it out in advance" and "conscious choice on the part of the players . . . [in] a game where the PCs have a choice of where to go". The former sounds to me like a railroad; the latter like a player-driven game.</p><p></p><p>I prefer the latter, player-driven approach. I'm also happy for "the most interesting parts of the game [to be] lit up in neon". The question is, though, who gets to decide what those are about: the players, or the GM? I prefer to take the lead of the players in that respect. For instance, the reason why Orcus is a prominent enemy in my game is because three of the PCs are Raven Queen devotees.</p><p></p><p>For me, one measure of a good system is that it should tend to produce a good story, or at least not get in the way, when run according to its own rules and guidelines. So it should make it easy for the players to send signals to the GM, and for the GM to build encounters/scenarios that respond to those signals.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6066782, member: 42582"] There is a big difference between "DM plans it out in advance" and "conscious choice on the part of the players . . . [in] a game where the PCs have a choice of where to go". The former sounds to me like a railroad; the latter like a player-driven game. I prefer the latter, player-driven approach. I'm also happy for "the most interesting parts of the game [to be] lit up in neon". The question is, though, who gets to decide what those are about: the players, or the GM? I prefer to take the lead of the players in that respect. For instance, the reason why Orcus is a prominent enemy in my game is because three of the PCs are Raven Queen devotees. For me, one measure of a good system is that it should tend to produce a good story, or at least not get in the way, when run according to its own rules and guidelines. So it should make it easy for the players to send signals to the GM, and for the GM to build encounters/scenarios that respond to those signals. [/QUOTE]
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Doing it wrong Part 1: Taking the dragon out of the dungeon
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