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<blockquote data-quote="ACreepierFolklaw" data-source="post: 5702577" data-attributes="member: 6682969"><p>I suppose as a DM for me the plot is pretty important, I studied screenwriting in university and that influenced me as a GM a lot.</p><p> </p><p>But at the same time you cannot shoehorn players into a plot they're not interested in. Just in the same way you can’t write a screenplay no one is interested in but yourself. I tend to give my players a free reign but with an escalating situation that they become implicated or connected to in some sense. I hope that what my players like about my games is the way that JJ Abrahams-style mysteries can draw them into something they genuinely want to solve/understand/break. But of course what makes it interesting for me is the unexpected behaviour of my players which I treat as fairly as I know how; if I have spent hours preparing something that they aren’t interested in, I’m not going to force them into it just cause I spent 3 days on the maps and handouts.</p><p>Just like in the movies, a good GM knows what to leave on the cutting room floor as the players ARE the audience. if they don't feel free and happy, what the hell is the point?</p><p> </p><p>So it’s complicated… plot based, sometimes with plot immunity, sometimes not, sometimes sandbox sometimes not… I just try to make the best story the players want to play.</p><p> </p><p>But as a player I like to play all sorts of different styles anything goes really, as long as I gets to play a Gnome who can talk anybody into anything I can have fun. (Although I hate to hear about numbers)</p></blockquote><p></p>
[QUOTE="ACreepierFolklaw, post: 5702577, member: 6682969"] I suppose as a DM for me the plot is pretty important, I studied screenwriting in university and that influenced me as a GM a lot. But at the same time you cannot shoehorn players into a plot they're not interested in. Just in the same way you can’t write a screenplay no one is interested in but yourself. I tend to give my players a free reign but with an escalating situation that they become implicated or connected to in some sense. I hope that what my players like about my games is the way that JJ Abrahams-style mysteries can draw them into something they genuinely want to solve/understand/break. But of course what makes it interesting for me is the unexpected behaviour of my players which I treat as fairly as I know how; if I have spent hours preparing something that they aren’t interested in, I’m not going to force them into it just cause I spent 3 days on the maps and handouts. Just like in the movies, a good GM knows what to leave on the cutting room floor as the players ARE the audience. if they don't feel free and happy, what the hell is the point? So it’s complicated… plot based, sometimes with plot immunity, sometimes not, sometimes sandbox sometimes not… I just try to make the best story the players want to play. But as a player I like to play all sorts of different styles anything goes really, as long as I gets to play a Gnome who can talk anybody into anything I can have fun. (Although I hate to hear about numbers) [/QUOTE]
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