barsoomcore
Unattainable Ideal
In one of mythusmage's proclaim-y threads I posted the following:
Come on in! The water's fine!
There was a bit of conversation after that, but fusangite suggested this might warrant a new thread, so I'm wondering if other folks have ideas or notes to share.barsoomcore (me) said:It seems to me that everyone in this thread pretty much agrees that games where the player's choices have no influence on the outcome of the game are less fun for the players. The interesting bit comes in how the DM presents those choices, what the scope of the available choices is, and how much control the players have over the outcome of those choices (among other potential questions).
I favour a broad scope for players' choices -- not even limiting those to "things their character can do". I distribute swashbuckling cards each game session that allow players to do things such as gain attack bonuses or whatever -- some cards are much more far-reaching and cause an unexpected ally to suddenly appear, or cause some NPC to fall in love with the character, and other such "story-level" events that the character wouldn't have any control over.
It gets difficult for me at times, but for the most part it's pretty fun and lets the players engage at a "meta-game" level. Last night just as the PCs were about to bust in on the BBEG one of the players played the "You're Not A Guard" card which causes them to encounter someone who turns out to be an ally. So I have to come up with an ally on the spot, manage to do so, and then in the ensuing combat said ally turns out to serve a critical purpose in the battle.
I ended up (along with some of the players) a little uncomfortable with how significant an impact that sudden ally had on events -- it kind of took some of the significance away from the PCs. Which is part of expanding scope in that fashion -- you can't really predict how such choices will end up affecting everyone's enjoyment.
And sometimes such methodologies have worked brilliantly -- the "Love" card has turned Barsoom inside-out but made the story much more fascinating, and the unexpected ally card has allowed the PCs to accomplish things they could never have survived on their own.
What other techniques have people used that had surprising impacts on their games? I'm not super-familiar with the "Forge" stuff everyone's talking about, and it seems like both fu and Sweeney have a lot of familiarity with techniques I've never heard of, so I'd be interested in hearing people's ideas and experiences.
Come on in! The water's fine!
