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<blockquote data-quote="Umbran" data-source="post: 7818722" data-attributes="member: 177"><p>I just thought of them as descriptive. But sure, not married to them.</p><p></p><p></p><p></p><p>Sure. I wasn't questioning that. You can have agreement on those basic things... and still be, well, boring. Or not present the players with places they can hook themselves to interesting events in the world. Those basic agreements doesn't mean your game has anything of interest to the players.</p><p></p><p></p><p></p><p>What, having done a good job before gives the GM a free pass?</p><p></p><p>I've read Stephen King. I liked The Stand. Having read one of his books, I pick up another.... and find that Cujo... is actually kind of boring. That past experience sets an expectation. It builds a <em>small</em> bank of goodwill, which is quickly spent if they don't live up to that expectation.</p><p></p><p></p><p></p><p>Dude, if <em>you</em> say we are going to dispense with the extremes, I expect you to actually leave them in the past. </p><p></p><p></p><p></p><p>The <em>ONLY</em> way? Really? Have you never been disappointed in your life? Never watched a TV series and liked it early, only to find that the later seasons just don't live up to it? Season 5 of B5? Most of Lost? Robert Jordan's works? The Star Wars X-mas Special? Maybe a favorite sports team that was doing well in the early season, only to falter later on? Nothing has ever let you down before?</p><p></p><p>Folks are not machines that always produce the expected experience. Like an author, if we aren't working at it, GMs can be that way too.</p><p></p><p></p><p></p><p><em>shrug</em>. Sorry, maybe I'm just too hipster. I'm producing small-batch, artisanal gaming experiences. If you want to be TGI Fridays, or Chili's, that's a reasonable choice.</p><p></p><p></p><p></p><p>Thanks, but you've made it seem like we actually have pretty different goals for what we want to accomplish behind the screen. You seem to want to hit a common denominator. I want to hit what the particular people at the particular table want. Both are okay goals, but they call for different methods.</p></blockquote><p></p>
[QUOTE="Umbran, post: 7818722, member: 177"] I just thought of them as descriptive. But sure, not married to them. Sure. I wasn't questioning that. You can have agreement on those basic things... and still be, well, boring. Or not present the players with places they can hook themselves to interesting events in the world. Those basic agreements doesn't mean your game has anything of interest to the players. What, having done a good job before gives the GM a free pass? I've read Stephen King. I liked The Stand. Having read one of his books, I pick up another.... and find that Cujo... is actually kind of boring. That past experience sets an expectation. It builds a [I]small[/I] bank of goodwill, which is quickly spent if they don't live up to that expectation. Dude, if [I]you[/I] say we are going to dispense with the extremes, I expect you to actually leave them in the past. The [I]ONLY[/I] way? Really? Have you never been disappointed in your life? Never watched a TV series and liked it early, only to find that the later seasons just don't live up to it? Season 5 of B5? Most of Lost? Robert Jordan's works? The Star Wars X-mas Special? Maybe a favorite sports team that was doing well in the early season, only to falter later on? Nothing has ever let you down before? Folks are not machines that always produce the expected experience. Like an author, if we aren't working at it, GMs can be that way too. [I]shrug[/I]. Sorry, maybe I'm just too hipster. I'm producing small-batch, artisanal gaming experiences. If you want to be TGI Fridays, or Chili's, that's a reasonable choice. Thanks, but you've made it seem like we actually have pretty different goals for what we want to accomplish behind the screen. You seem to want to hit a common denominator. I want to hit what the particular people at the particular table want. Both are okay goals, but they call for different methods. [/QUOTE]
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