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Hey, DM, what should we do now?
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<blockquote data-quote="The_Gneech" data-source="post: 896974" data-attributes="member: 6779"><p>I've had two different groups that I was the primary DM for; one group was very aggressive, the other very passive.</p><p></p><p>The aggressive group was extremely easy and fun to DM for; all I had to do was provide a world, and they'd create their own adventures. "A gem the size of a baseball? I'm THERE!" "Let's head down to the tavern and find some trouble to get into!" and so forth. The best part was, they'd ask questions that led to me creating cool stuff for them to do. "Is there anywhere around here I can sign up for bodyguard duty?"</p><p></p><p>The downside of this was that they were constantly derailing scenarios. "The princess has been kidnapped!" "Oh, what a shame. I'm gunno go assassinate the leader of the theives' guild." "But! The princess! Kidnapped! Don't you want to rescue her?" "Not especially." I had to learn to come up with fixes on the fly in a big way, and I enjoyed that, but there were times when it would fall super-flat.</p><p></p><p>The passive group, OTOH, requires a lot more work on my part. It's easy to get them involved in any scenario I may come up with ... all I do is put a sign on it that says, "Adventure, This Way" and they'll happily follow the plot -- but that means I have to sit around and think it all up. This does make for easy planning, but it also can be kinda boring; it feels pretty repetitive to come up with a story when working up the scenario, and then just going through that same story when running the game.</p><p></p><p>One of the players in this passive group DMs his own game, and strangely enough, he's also something of a passive-aggressive DM. He has a certain way he wants the scenario to go, and he gets flustered when we either A) don't respond to it the way he was expecting, B) don't WANT to follow the plot he's set up, or C) entirely circumvent the problem he's set up by using a spell he wasn't planning on or some neat tactic.</p><p></p><p>In order to make the game work, I often find myself reading the plot as he telegraphs it and having my character do things that will have it go the way he wants ... although my natural inclination is often to do something else entirely. But that would just make him want to know why I was trying to break his story.</p><p></p><p>The problem with being a CN ftr/bbn in a NG wiz world.</p><p></p><p> -The Gneech</p></blockquote><p></p>
[QUOTE="The_Gneech, post: 896974, member: 6779"] I've had two different groups that I was the primary DM for; one group was very aggressive, the other very passive. The aggressive group was extremely easy and fun to DM for; all I had to do was provide a world, and they'd create their own adventures. "A gem the size of a baseball? I'm THERE!" "Let's head down to the tavern and find some trouble to get into!" and so forth. The best part was, they'd ask questions that led to me creating cool stuff for them to do. "Is there anywhere around here I can sign up for bodyguard duty?" The downside of this was that they were constantly derailing scenarios. "The princess has been kidnapped!" "Oh, what a shame. I'm gunno go assassinate the leader of the theives' guild." "But! The princess! Kidnapped! Don't you want to rescue her?" "Not especially." I had to learn to come up with fixes on the fly in a big way, and I enjoyed that, but there were times when it would fall super-flat. The passive group, OTOH, requires a lot more work on my part. It's easy to get them involved in any scenario I may come up with ... all I do is put a sign on it that says, "Adventure, This Way" and they'll happily follow the plot -- but that means I have to sit around and think it all up. This does make for easy planning, but it also can be kinda boring; it feels pretty repetitive to come up with a story when working up the scenario, and then just going through that same story when running the game. One of the players in this passive group DMs his own game, and strangely enough, he's also something of a passive-aggressive DM. He has a certain way he wants the scenario to go, and he gets flustered when we either A) don't respond to it the way he was expecting, B) don't WANT to follow the plot he's set up, or C) entirely circumvent the problem he's set up by using a spell he wasn't planning on or some neat tactic. In order to make the game work, I often find myself reading the plot as he telegraphs it and having my character do things that will have it go the way he wants ... although my natural inclination is often to do something else entirely. But that would just make him want to know why I was trying to break his story. The problem with being a CN ftr/bbn in a NG wiz world. -The Gneech [/QUOTE]
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