Hussar said:
See, now that's a big difference right there. I don't really want my players to do anything. That's their job. They are the ones who have to want to do things. I simply provide the vehicle for that. I oppose the idea that the DM should be trying to steer the game so to speak. There's other people at the table and it's every bit their game as well.
Hussar, I take it from many posts on many threads that you are pretty happy with 3.5, right? And, I assume, you are well aware that 3.5 (like all versions of the game) has built-in systems that give rewards or penalties based upon the decisions of the players. Those systems also include subsystems by which the DM is allowed to reward decisions that he or she believes are worth rewarding.
I am not only talking about the XP system here. I am talking about placement of monsters, chances to use skills, placement of treasure, and even simple things like racial penalties and how they interact with class abilities.
These are not only okay things for a game system; they are necessary things.
You say that you don't really want your players to do anything. I submit that this is not true. To use an utterly silly example, you certainly want them to show up for the game and play their characters. You want them to have fun.
Moving a little farther from the silly, I am well aware that you are running a WLD campaign. No doubt you know that some character concepts are better suited for the WLD than others. I imagine that you
generally want the players to choose characters suited for the WLD, if only because they'll have more fun, even if you don't
specifically want to limit anyone's choices.
Moving farther yet, you probably want them to get involved with the dungeon, and explore it, rather than sit in the first room in Section A and starve to death. This doesn't mean that you're going to
force them to not starve to death.....but I feel fairly certain that you would hope they were motivated to do something, and would encourage them in that direction.
Every setting (
even the blandest, most vanilla setting) rewards some actions. Every setting perforce gives greater weight to some in-game actions than others. What I am suggesting is that, as DM, if there is something you want to explore,
you should give your players motive to do so. If you want your players to talk to NPCs, you need to give them someone worth talking to. If you want your players to
trust NPCs, you'd better give them opportunity to learn early and often that this type of behavior will typically be rewarded.
(This is, really, no different than choosing to run a game system because it has a built in bias that you enjoy....such as the over-the-top action, combat-oriented focus of 3.5.....or choosing a setting such as the WLD because it provides encounter opportunities that you will enjoy.)
Frankly, there is no way to DM a game without influencing players through the challenges you create (or run), the way you run them, and the way you dish out information and rewards. Pretending otherwise not only does a disservice to you (because you cannot effectively determine what you want, and how to get it), but it does an enormous disservice to your players (because you cannot effectively communicate your desires, and how those desires affect the game world -- leaving them to guess what will, and will not, be rewarded). Admitting that you do so, and examining how best to do so, can help ensure both that you and your players are a good fit, and that your players understand the dynamics by which your game world operates.
RC