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GMs: Guiding Morals in GMing
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<blockquote data-quote="GrahamWills" data-source="post: 8989789" data-attributes="member: 75787"><p>Very much agree. I made a good faith effort (as EDOM) to convert the players to the original mission; it was the players' choice as to which way to go.</p><p></p><p>Yup. Although I should add that I do less steering in a goal-oriented campaign than in a sandbox style one. In a goal-oriented campaign the players drive to the goal. If they lose focus or get swamped by other stories, it's something they can come back to. So, for me, setting a campaign goal is a way to give control to the players.</p><p></p><p>In contrast, when running sandbox games, it's very easy for the extrovert players to dominate the way the campaign goes. And it's also very common for things to grid to a halt and the GM is forced to intercede to set at least a short-term goal. So, although it may seem paradoxical, my experience is that setting clear (loose) goals actually increases player agency for the players overall, rather than decreasing it. It may reduce agency for the loud extrovert player who likes to lead the group, but for the players as a whole, I really think it helps.</p></blockquote><p></p>
[QUOTE="GrahamWills, post: 8989789, member: 75787"] Very much agree. I made a good faith effort (as EDOM) to convert the players to the original mission; it was the players' choice as to which way to go. Yup. Although I should add that I do less steering in a goal-oriented campaign than in a sandbox style one. In a goal-oriented campaign the players drive to the goal. If they lose focus or get swamped by other stories, it's something they can come back to. So, for me, setting a campaign goal is a way to give control to the players. In contrast, when running sandbox games, it's very easy for the extrovert players to dominate the way the campaign goes. And it's also very common for things to grid to a halt and the GM is forced to intercede to set at least a short-term goal. So, although it may seem paradoxical, my experience is that setting clear (loose) goals actually increases player agency for the players overall, rather than decreasing it. It may reduce agency for the loud extrovert player who likes to lead the group, but for the players as a whole, I really think it helps. [/QUOTE]
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