Bawylie
A very OK person
But I'm the GM and I'll use my informed opinion as to when the dice will be used help tell the story. I'm not a slave to the dice, I'm their master.
This. Same goes for the game system, too.
But I'm the GM and I'll use my informed opinion as to when the dice will be used help tell the story. I'm not a slave to the dice, I'm their master.
Not in my experience. There is a difference between complete freestyle roleplay and including story in an RPG. One can have a happy medium where the players work together to tell a story and the numbers of the game inform that story.
But I'm the GM and I'll use my informed opinion as to when the dice will be used help tell the story. I'm not a slave to the dice, I'm their master.
I like that difference between RPGs and board games. If I want to adventure by hard and fast rules, I'll play Descent or Wrath of Ashardalon or Mice and Mystics (though, it may not be surprising that I'm not very fond of adventure-style board games).
For me as DM I don't want that. I want the NPC to be established in play so that the actions of the players shape the game rather than me.
Is Luke Skywalker incorruptible? As a DM, I don't know. Let's play and find out together.
That was a misplaced "got" upthread which should have been a "for". As in, a bad experience for players treating games as games when with players treating the same as story.
From the responses it sounds like the same Forge that hate-named D&D as "Calvinball" and "Mother may I" is considered a positive force, even though those same practices are being on so we might not allow the game rules (or dice) to rule the DM. I assume this is some kind of rejection of allowing the game to interfere with the story undesirably? Incidentally the Forge has historically held very low opinions of Rule Zero and games which include it.
I think it is a mistake to say that only story games produce stories. All roleplaying produces stories.
In other styles, the story is more choreographed. The DM and players collaborate to deliberately set up interesting situations and then they use the rules to act out those scenarios.
For once we agree on something
Either that or the rules are set up such that the character creation and resolution mechanics lead towards interesting stories. The most immersive games I know, and the ones that I am least likely to go deliberately for the interesting are Apocalypse World and its child Monsterhearts. But they are set up so the characters are at cross purposes (and especially in the case of Monsterhearts) genuine character growth or change is a part of the mechanics.
And the goal of most Storygames and post-Forge games is to align the two. To set things up so the best play possible will lead to the most entertaining stories rather than the safest and least entertaining. A Going for glory, succeed or fail, is more entertaining than eliminating risk.