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Free Will and Choices
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<blockquote data-quote="Wombat" data-source="post: 1137146" data-attributes="member: 8447"><p>I've been DMing since 1976.</p><p></p><p>In my first couple years (say, through 1979) I might get a little cheesed if players derivated from the adventure I had mapped out for them, but then I started to calm down.</p><p></p><p>Yeah, I put a lot of work into my campaigns and adventures.</p><p></p><p>So do my players.</p><p></p><p>This game is not <em>my</em> game, but <em>our</em> game and I would be appalled if it was viewed any differently. As such they expect me to present the general background of the world and the adventure, but they will probably add to the setting. The game has never been about me vs. the players or about my world which they are only allowed to participate in through my grace. Instead it is about the cooperative, interactive nature of gaming. </p><p></p><p>This means that my players are welcome, nay!, <em>encouraged</em> to think for themselves, even if it goes against the script-o-th-moment. </p><p></p><p>If I wanted my players to follow my carefully scripted, tightly controlled scenario, I'd learn how to program and just set stuff up for NWN.</p><p></p><p>This, however, is not what I want, nor is it what my players desire, and as such there are bound to be many variants, whole pages of adventures that fly away, even adventures that take sudden u-turns.</p><p></p><p>Game is all. Game don't need tight script. And if the players can change the scenario, so can I, in accordance to their actions.</p><p></p><p>Thus Free Will is preserved on both sides of the screen.</p></blockquote><p></p>
[QUOTE="Wombat, post: 1137146, member: 8447"] I've been DMing since 1976. In my first couple years (say, through 1979) I might get a little cheesed if players derivated from the adventure I had mapped out for them, but then I started to calm down. Yeah, I put a lot of work into my campaigns and adventures. So do my players. This game is not [I]my[/I] game, but [I]our[/I] game and I would be appalled if it was viewed any differently. As such they expect me to present the general background of the world and the adventure, but they will probably add to the setting. The game has never been about me vs. the players or about my world which they are only allowed to participate in through my grace. Instead it is about the cooperative, interactive nature of gaming. This means that my players are welcome, nay!, [I]encouraged[/I] to think for themselves, even if it goes against the script-o-th-moment. If I wanted my players to follow my carefully scripted, tightly controlled scenario, I'd learn how to program and just set stuff up for NWN. This, however, is not what I want, nor is it what my players desire, and as such there are bound to be many variants, whole pages of adventures that fly away, even adventures that take sudden u-turns. Game is all. Game don't need tight script. And if the players can change the scenario, so can I, in accordance to their actions. Thus Free Will is preserved on both sides of the screen. [/QUOTE]
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