Why must everything be decided before play? I nearly never use modules, so focus on the GM both creating and running the game. If I'm making it up anyway, what difference could it possibly make? The might hear clues about it elsewhere? I could just make it up then, too. Its all just made up, so why is it better to make it up before the game starts?
Here's a scenario - the group progresses further in the dungeon than he anticipated. He'd thought the Ruined Dwarf Hall would keep them occupied all night, but they were smart and quick and got right through it. He needs to start on the Drow Hideout. He calls a break and makes some notes while everyone else goes to the john and orders pizza. They then continue playing, having a blast.
Is the GM cheating?
Also, I'd thought I was playing roleplaying games all these years, but apparently I was wrong and have just been playing storygames. Even when I played AD&D and the GM would make things up on the fly or decide that a rule was stupid on the spot and we worried about getting into our characters and having fun than pursuing any kind of 'win' condition.
Howandwhy, if you have any old game books, perhaps the old school D&D stuff or something similar, could you quote the parts about what the win conditions are for roleplaying games? All these cursed storytelling games have is talk about how RPGs don't have winners and losers.
Here's a scenario - the group progresses further in the dungeon than he anticipated. He'd thought the Ruined Dwarf Hall would keep them occupied all night, but they were smart and quick and got right through it. He needs to start on the Drow Hideout. He calls a break and makes some notes while everyone else goes to the john and orders pizza. They then continue playing, having a blast.
Is the GM cheating?
Also, I'd thought I was playing roleplaying games all these years, but apparently I was wrong and have just been playing storygames. Even when I played AD&D and the GM would make things up on the fly or decide that a rule was stupid on the spot and we worried about getting into our characters and having fun than pursuing any kind of 'win' condition.
Howandwhy, if you have any old game books, perhaps the old school D&D stuff or something similar, could you quote the parts about what the win conditions are for roleplaying games? All these cursed storytelling games have is talk about how RPGs don't have winners and losers.