LordVyreth said:If the system was that perfected, why do I even have to be there? A computer could run the game just as well.
Yes! Like, say, B2.mearls said:By the same token, site based, classic adventures might resonate so well because the group and the DM simply use them as the set for the stories they want to experience.

What about when he says "If you took control away from the DM, the world would become quite narrow, and would lack a true sense of independent existence."?
Celebrim said:We may select a general theme or style, but we don't expect when watching a movie or reading a book that the story conform to our wishes.
The problem with giving the players more story control than they already have - and they already have alot - is that no two players are necessarily going to agree over what the story should be.
I don't think any of the really good story-focused play I've ever experienced has been as a result of, "Okay, you're in a big sandbox. Go nuts." Being given free-reign in a vast simulation isn't story-gaming. It's aimless wandering that can possibly result in fun, but isn't guaranteed to.Kestrel said:GM: "So...what do you want to do?"
Players: "Um, we're waiting for the train. Even got a ticket."
GM: "So...what do you want to do?"
Players: "Um, we're waiting for the train. Even got a ticket."
Depends on the system.Celebrim said:The problem with giving the players more story control than they already have - and they already have alot -
Ideally, the game started with people agreeing on what they wanted to play.Celebrim said:...is that no two players are necessarily going to agree over what the story should be.
Breaking the ties is pretty much what conflict resolution mechanics are all about.Celebrim said:Only one player can really have the veto. Only one player of the game can really have full creative control. At the very least, someone has to break the ties.
Kamikaze Midget said:The problem begins when they don't KNOW what they want to do before you even ask them.
They don't have anything to act on to begin with. They don't have backgrounds? They don't have goals? They don't have stuff going on around them? They're waiting for the train, okay, the train arrives and it's filled with dead bodies. If they're not giving you something to act on, give them something they can't avoid (like what Dogs in the Vineyard does with a situation about to boil over).

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.