Free Will and Choices

The players/characters have free will. But then again, the universe doesn't revolve around them. The universe does what it will, and sometimes that isn't what the PCs want. Sometimes they will be stuck in situations where simply walking away is not an option if they wish to continue existing.
 
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I sorta provide free will. But...

- Going off to do something I haven't prepared for is likely to result in a rather poor game.
- The party has to stay together, since I don't have time to run a game for one PC that decided to wander away, as well as the rest of the party.

Other than that, I don't worry too much about what they are doing. They can do as they please, and will face suitable consequences.
 

Well, I'm not a DM but I can say that in the game I play in, we are given choices and I think all of the players know that they do not have to choose one choice over the other and that either (or any) choice we make will have a unique outcome.

I think it would be kind of boring playing in a game where the choices my character and party make didn't matter. The DM should narrow the choices down a little (ie. don't give us 100 choices) but allow for some discussion between the party members as to which way to go and what to do.

For example, last night we played and we were given a choice of about 3 different ways we could go to get where we were heading, all with pro's and cons. The group spent a great deal of time trying to figure out which route would be best.

Things like that are part of what makes playing the game fun, IMO.
 

Ha! They just think they have free will! :)

As a DM I run the story I control the action, the players may debate, they may choose what they do but I am liquid, my plan and story flows carring them on the ride to the sea, my plots are their rapids.

I DM by events, the event will happen no matter what the players do. If they take the path less travelled, they will still run into the bandits.
 

ConnorSB said:
Its not that my players don't have free will, its that when they decide to walk away from something, there are ALWAYS consequences.
Oh, yes. IMC, because the PCs decided not to go and look for the last caravan of the year, the caravan master, his wife and child, and all the guards and employees were killed by undead. They're now undead themselves, and could well end up causing the PCs problems down the line. Further, that last caravan carried a special ingredient needed to brew a potion that prevents Lake Fever, which is endemic in the winter. So lots of people in town will not live to see Spring.

The PCs then left town to take care of some business, and after that was done, they decided not to go back right away, but to pursue something they were curious about. So, they weren't there when the Baron was hanged by Imperial Loyalty Officers for the crime of being the only living relative of the emperor, who is fairly nervous about the firmness with which his buttocks are planted on the throne.

Would they have been able to stop the hanging if they had been home? Dunno. It would have depended on the tactics they cooked up. But now he's dead, so they'll never know. Of course they're feeling terribly guilty, especially since the heavily pregnant baroness just turned up at the end of last session, with imperial thugs on her tail. I can't wait to see what they do.
SpiningDemon.gif
 

I believe in complete planning open style. Let me give an example of a dungeon crawl in this manner. The group is travelling through a cave. There are dead ends, there are killer endings, with warnings, there are scalable encounters, there are easy, easy encounters and there is a path that leads through without any encounters.

This is what I believe life is like. And I don't want the players to think that my campaigns are any different. If they choose to be wimps and take it easy then they get nothing. If they are bold they get challanges and if they are brave and intellegent they get rewards.
 

Buttercup said:
Oh, yes. IMC, because the PCs decided not to go and look for the last caravan of the year, the caravan master, his wife and child, and all the guards and employees were killed by undead. They're now undead themselves, and could well end up causing the PCs problems down the line. Further, that last caravan carried a special ingredient needed to brew a potion that prevents Lake Fever, which is endemic in the winter. So lots of people in town will not live to see Spring.

The PCs then left town to take care of some business, and after that was done, they decided not to go back right away, but to pursue something they were curious about. So, they weren't there when the Baron was hanged by Imperial Loyalty Officers for the crime of being the only living relative of the emperor, who is fairly nervous about the firmness with which his buttocks are planted on the throne.

Would they have been able to stop the hanging if they had been home? Dunno. It would have depended on the tactics they cooked up. But now he's dead, so they'll never know. Of course they're feeling terribly guilty, especially since the heavily pregnant baroness just turned up at the end of last session, with imperial thugs on her tail. I can't wait to see what they do.
SpiningDemon.gif

Same idea, my campaign, got it?

Just note that we all love buttercup!
 
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Hmmmmm.

I think I'm gonna make myself unpopular here.

As the DM, I either put a whole lotta work into creating a given adventure or shelled out my cash to buy it. I will do my best to come up with reasons for the characters to head in a given direction, and I create the tone of my game to be enjoyable for the players, but if they do just blithely trot off and ignore the hooks I laid out there because they metagamishly think it sounds like what they did last time, I'm gonna be annoyed.

This is not to say I force them into situations. It just means I'm gonna be annoyed.

I'm the one working on the game (or paying money) for the rest of the week. I'm the one putting time into it. So yeah, I get at least some say in what happens.

I doubt that I'm completely on the other side of the fence from the free will people, but I think that this "If I ever feel as though the DM wants me to go somewhere, then I'm not having fun" garbage sounds like stuff that people who have never DM'd come up with.

At the same time, blatant shoehorning is no fun for everyone. I don't want the players to think that I am against them. I want the PCs to think that the WORLD is against them sometimes, but I want the players to think that I'm busting my butt to give them a good time. And I ask for feedback to help things move along in a way that's happy for everybody.

Sometimes, free will happens after initial limitations. For example, my d20 Modern campaign started with players on a research ship in the Pacific. My requirement for the players was to come up with a character who would have a reason to be on that ship, and a reason to be enthusiastic and curious about unusual events.

We've got a few scientists, one loyal bodyguard who, while not curious, will faithfully follow orders given by the corporate liason (who is curious and enthusiastic about business opportunities regarding the unknown), and a mechanic with an eye for the paranormal. They all have free will now, provided that they play their character as they agreed. I don't intend to DM all-night conversations at the hotel lounge. I intend to DM something exciting.
 

I try to let the players have as many options as i can think of. Of course if the players want to utterly ignore threats of REALLY bad Things they may find their very next adventure knocking at their inn door.
 

I don't believe in free will.

I am an auteur. Games are all about the DM. IMC the players are mere spectators as I unfold to them the wonderful game modules, guiding them through, easy, step by step.

In return I guarantee them a 99% chance of survival. Unfortunately, I cannot account for that last 1%.

As the DM, I consider myself the 'father' of my group. I believe in strict discipline and hard work. I will punish 'hotshot' players that interfer with my storytelling. Usually by using recurring NPCs.
 

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