ExploderWizard
Hero
I am not a fan of the concept because it specifically supports game play that is supposed to lead to expected outcomes.
As a DM, when players do the unexpected, or improvise to mitigate failures, it takes the game in interesting directions that would never have been possible if I was using a mechanic to ensure that the adventure "stayed on track".
An adventure directed by the imagination of the participants can never come to a grinding halt unless they want it to. I think some groups get too invested in pre-written plots that they think are cool to remember this. The only adventure that matters is the one created together by the group, not what is prepped prior to play.
Finding out what happens next and what the players do in response to setbacks or failures is part of the fun of being a DM.
I am also not all that fond of narrative style games compared to traditional rpgs, but lets assume that I planned on running one. If the purpose of this game is to create a collaborative story with the players, isn't using a mechanic to channel their input towards the narrative that I want to tell depriving the players the chance to shape the story on their own? If it is truly OUR story created together I shouldn't be nudging them down any particular path.
As a DM, when players do the unexpected, or improvise to mitigate failures, it takes the game in interesting directions that would never have been possible if I was using a mechanic to ensure that the adventure "stayed on track".
An adventure directed by the imagination of the participants can never come to a grinding halt unless they want it to. I think some groups get too invested in pre-written plots that they think are cool to remember this. The only adventure that matters is the one created together by the group, not what is prepped prior to play.
Finding out what happens next and what the players do in response to setbacks or failures is part of the fun of being a DM.
I am also not all that fond of narrative style games compared to traditional rpgs, but lets assume that I planned on running one. If the purpose of this game is to create a collaborative story with the players, isn't using a mechanic to channel their input towards the narrative that I want to tell depriving the players the chance to shape the story on their own? If it is truly OUR story created together I shouldn't be nudging them down any particular path.