A very interesting thread about the connections between GMing, player expectations, and resulting play experience. Some thoughts in response:
MoogleEmpMog said:
Some people - and in this I would include at least 50% of all RPG players I've known and easily 90% of all people in general - are just looking to go along for the ride, TO BE ENTERTAINED. When they play and RPG they may want to contribute their character, or they may want to hang out with friends, but they don't come to tell a story. They come to experience one. I see nothing wrong with the experience these people are seeking, and am usually one of them.
For these sort of players, a well-developed campaign world seems to be a necessity.
The proper way of correlating the campaign to the players depends crucially on what everyone at the table wants. To wit,
Greg K said:
Give me the DMs setting and let me use the races, cultures, history etc to give me a sense of an existing world and then let the DM and I work together to ensure I develop a background that grounds the character into the setting.
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However, the players should not be surprised if ignoring certain hooks has consequences as the world does not stop just because they choose not to get involved. Not getting involved in certain events may mean that the plans of the BBEG (if there is one) continue and possibly reach fruition. Not getting involved may mean large scale changes to regional trade, politics, etc. Non-involvement may mean that other heroes may thwart the BBEG and, it is their names, that the PCs here in small talk and tavern tales with the events become news of things going on in the world around the PCs.
This can be the case, but it doesn't have to be. If the agreed aim of both GM and players is to produce some sort of thematic payoff for all involved, and if the campaign elements the GM has come up with are intended to contribute to that, then presumably when the players ignore one such element ("hook"), they are in the meantime pursuing some other one or more of those elements that resonate with them at present. In such circumstances, it seems quite reasonable for the GM to put the ignored elements "on hold" until the time is right for the players to be confronted with them. After all, why squander the opportunity for the payoff that those elements were intended to deliver.
Kamikaze Midget said:
See, it would strike me that this is a breakdown of Wright's system: when someone just plays the game because it's there, not because they want to frolick around in a fictional world. Someone who asks that doesn't really want to go on the quest (or they'd be LOOKING for what to do), they're just along for the ride, it would seem.
There is a big difference between a player who wants "to frolick around in a fictional world", and a player who wants to engage with the campaign elements in order to experience some sort of dramatic or thematic payoff. For the latter player, simply being asked "what do you do" may not work, if no material has been handed to them (by the GM, in the typical game) to work with.
Again, what counts as good GMing and good campaing management depends on what everyone is looking for in play.
Celebrim said:
There is a reason that there is one DM and many players. 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. 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.
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But my experience with PC's that take the active role is that they generally don't make very good choices. For example, stealing a ship and going pirating is a fine choice for generating adventures, but since they are more or less declaring thier intention to take on the whole world single handedly, it might not be the best choice for generating sustained campaigns especially if the players plans turn out to be not the most well thought out. When players do that, its almost like they are insisting I allow them to succeed at anything no matter what they choose to do.
Are we talking here about the players success, or their PCs'? If the aim of the players is to take part in a story that yields dramatic/thematic payoff, then the aim
should be for them to succeed in that goal. Otherwise, why both playing? Whether this payoff depends upon their PCs succeeding is a different matter. Maybe one player's goal is to become a great pirate, another wants to play out a tragedy. The GM's role is to try and integrate these narrative goals into a coherent game session.
MoogleEmpMog said:
There are systems that do this better, primarily by shifting narrative control to the players via actual mechanical reinforcement. The cost of this is a great deal of deprotagonization; if you control the world to some extent, you're LESS in tune with your character-as-avatar. Either in spite or because of this, I've enjoyed some of those games.
However, D&D doesn't do this by the book and if I sign on to a D&D game and find it's a complete sandbox in which I'm supposed to user-create my content, I'll walk away and GM a game of my own. If I'm going to sandbox, I may as well create a sand castle others can play with.
In D&D, the main way that players can assert narrative control is via character development - hence the signficance of discussions of backstory, etc. Once the game gets going, the players have little mechanical control over the campaign's evolution. But if the GM responds to those backstories in establishing the in-game situation, it need not be a sand castle created by the GM alone. It may be one that the players have contributed to, as the sand castle that they see as contributing to their dramatic/thematic goals.
MoogleEmpMog said:
To put it differently, make my input into the plot largely a 'metagame' function, something I lay out beforehand much as I would, say, decide to purchase a Valkyrie Profile game instead of a Wild ARMs game because I am, at the moment, more interested in pseudo-norse fantasy than pseudo-western fantasy. Then, we you as the GM are clear on what the players want, when you've seen who the PCs are, craft a plot, however "railroady," that will take the game to the specified destination in the most entertaining way you can imagine.
There is a difference between the players telling the GM what sort of story they want told to them, and the players telling the GM (either expressly, or via backstory etc) what sort of dramatic/thematic payoff they want to help generate
in play. Either of these approaches to play can begin with the players talking to the GM, establishing character backstories, etc; but if the group isn't clear on which sort of play experience is desired, it may all end in tears as different participants find their expectations thwarted.
buzz said:
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.
It's not an issue of it either being the DM's story or the players' story. It's the group's story. And if everyone truly has input, at the end of the night, no matter where you started out, you should come away from the table thinking, "Wow, I had no idea we were going to end up there." The key is simply that you all know where it is you're starting out.
Agreed. This is a good description of what is involved in setting up a situation
which the players will then resolve in game - something quite different from the GM dictating the solution with the players just along for the experience.
What I'd add is that, in different circumstances, "where we start out" may be a particular situation, or a setting, or some other element of the campaign world. The balance between what the GM provides as the common demoninator, and what the players provide as their contribution, may be different for different groups looking for different sorts of play. D&D mechanics don't actively support this sort of activity, but they don't completely dictate which campaign elements be given priority.