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[Game Design] Will Wright on Story and Game
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<blockquote data-quote="mearls" data-source="post: 3397328" data-attributes="member: 697"><p>Wow, that's really awesome stuff. I think I DM to that sort of mode, responding to the players, building the world in response to them, following their cues. It fits with my view of DM as entertainer, a host of sorts who is there to provide challenges and entertainment <strong>for the players at the table</strong>. It's a subtle but important point: the stuff I put into an adventure doesn't exist to challenge a generic set of players. It's there for the specific people in my campaign.</p><p></p><p>I wonder if that's why adventures are notoriously hard sells. The designer is writing a story to an audience that might not exist. 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.</p><p></p><p>As an aside, it also helps explain the frustration I feel when a player doesn't really step up and show any preference for anything the game. Nothing annoys me more than a player who stonewalls any attempts to find plots for him.</p></blockquote><p></p>
[QUOTE="mearls, post: 3397328, member: 697"] Wow, that's really awesome stuff. I think I DM to that sort of mode, responding to the players, building the world in response to them, following their cues. It fits with my view of DM as entertainer, a host of sorts who is there to provide challenges and entertainment [B]for the players at the table[/B]. It's a subtle but important point: the stuff I put into an adventure doesn't exist to challenge a generic set of players. It's there for the specific people in my campaign. I wonder if that's why adventures are notoriously hard sells. The designer is writing a story to an audience that might not exist. 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. As an aside, it also helps explain the frustration I feel when a player doesn't really step up and show any preference for anything the game. Nothing annoys me more than a player who stonewalls any attempts to find plots for him. [/QUOTE]
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[Game Design] Will Wright on Story and Game
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