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Forked Thread: Why the World Exists [GM-less Gaming]
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<blockquote data-quote="Lanefan" data-source="post: 4714074" data-attributes="member: 29398"><p>I am the DM; and though I'd like to think my world is well thought out, it isn't perfect; and if the players adopt a wrecking-ball style I just don't see it as a problem.</p><p>Where to start on this one?</p><p></p><p>First off, a DM can be very much appreciated by those same players who are busy taking a hatchet to half her world; if only because she lets them, and doesn't try to force them onto the train.</p><p></p><p>Second off, building a world/game/campaign/rule-set is in some ways similar to making a piece of art, or music: you do what seems good, then turn it loose on the world for the critics to savage...at which point *it has left your control*. Same is true of a game world, the recipe is and should always be "Instant mayhem - just add players.".</p><p></p><p>Third off, "shoddy and disrespectful play style"??? That's a different thing, not usually related to what the characters do in-game. If they fireball a tavern in the capital city and half of them get executed for it, that's not disrespectful *or* shoddy. Unwise, yes, but very much handle-able provided the party does some recruiting to replace the dead. Big deal. Disrepect comes from not showing up to the game, or constantly arguing, or generally being an asshat to the other players out of character; and whether of not there's a DM involved ain't gonna fix that.</p><p> </p><p>P-Cat's skill as an author doesn't hurt; he could probably write a fine story out of the most awful of games. Conversely, my own game logs tell a badly-written tale of woe and chaos...but don't (and can't, in-game) mention the number of times we all collapse in laughter around the table, thanks to the humour and entertainment the game is giving us. We're all vested in the success of having fun; and if an epic journey happens to rear its ugly head along the way, so much the better. And in the end, ain't that what it's all about?</p><p>Simple answer: make the design robust enough to survive whatever the players do to it. And pick your players wisely.</p><p></p><p>Lan-"how many ExP is an epic journey worth?"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 4714074, member: 29398"] I am the DM; and though I'd like to think my world is well thought out, it isn't perfect; and if the players adopt a wrecking-ball style I just don't see it as a problem. Where to start on this one? First off, a DM can be very much appreciated by those same players who are busy taking a hatchet to half her world; if only because she lets them, and doesn't try to force them onto the train. Second off, building a world/game/campaign/rule-set is in some ways similar to making a piece of art, or music: you do what seems good, then turn it loose on the world for the critics to savage...at which point *it has left your control*. Same is true of a game world, the recipe is and should always be "Instant mayhem - just add players.". Third off, "shoddy and disrespectful play style"??? That's a different thing, not usually related to what the characters do in-game. If they fireball a tavern in the capital city and half of them get executed for it, that's not disrespectful *or* shoddy. Unwise, yes, but very much handle-able provided the party does some recruiting to replace the dead. Big deal. Disrepect comes from not showing up to the game, or constantly arguing, or generally being an asshat to the other players out of character; and whether of not there's a DM involved ain't gonna fix that. P-Cat's skill as an author doesn't hurt; he could probably write a fine story out of the most awful of games. Conversely, my own game logs tell a badly-written tale of woe and chaos...but don't (and can't, in-game) mention the number of times we all collapse in laughter around the table, thanks to the humour and entertainment the game is giving us. We're all vested in the success of having fun; and if an epic journey happens to rear its ugly head along the way, so much the better. And in the end, ain't that what it's all about? Simple answer: make the design robust enough to survive whatever the players do to it. And pick your players wisely. Lan-"how many ExP is an epic journey worth?"-efan [/QUOTE]
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