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General Tabletop Discussion
*TTRPGs General
Gamemastering advice on preparing adventures for Sword & Sorcery campaigns
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<blockquote data-quote="Yora" data-source="post: 8341802" data-attributes="member: 6670763"><p>I think a good way to avoid gratuitousness is to ask yourself what you think you are trying to say by including the raunchy and gory things you have in mind. Are you making a point, or is it just mindless filler to make things more edgy?</p><p>While I generally tend towards saying that the GM should not be steering the players to play their characters in one way or another and simply have the world react to the PCs actions in ways that seem fitting for the environment and context, I think when it comes to things that could be exploitative or not, the best policy is to make it very clear one way or the other. Either the players see NPCs being outright horrible in the way they treat people under their power, or it should come across as quite clear that there's not much to worry about. It's the middle ground where things get slippery, and players might wonder if what they are getting described is what the GM wants them to be repulsed by, or what the GM considers "normal" for the world and wants the players to play along with.</p><p>Though with that in mind, part of the GM's duty is to be a conductor of the group, and to judge what works for the group as a whole, and rein in players that might be missing the hints and stepping over the line.</p></blockquote><p></p>
[QUOTE="Yora, post: 8341802, member: 6670763"] I think a good way to avoid gratuitousness is to ask yourself what you think you are trying to say by including the raunchy and gory things you have in mind. Are you making a point, or is it just mindless filler to make things more edgy? While I generally tend towards saying that the GM should not be steering the players to play their characters in one way or another and simply have the world react to the PCs actions in ways that seem fitting for the environment and context, I think when it comes to things that could be exploitative or not, the best policy is to make it very clear one way or the other. Either the players see NPCs being outright horrible in the way they treat people under their power, or it should come across as quite clear that there's not much to worry about. It's the middle ground where things get slippery, and players might wonder if what they are getting described is what the GM wants them to be repulsed by, or what the GM considers "normal" for the world and wants the players to play along with. Though with that in mind, part of the GM's duty is to be a conductor of the group, and to judge what works for the group as a whole, and rein in players that might be missing the hints and stepping over the line. [/QUOTE]
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