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How do you deal with canon fanatics?
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<blockquote data-quote="HolyGrenadeFrenzy" data-source="post: 3657380" data-attributes="member: 41808"><p>Regardless of a situation, even if it upsets my sensiblities, I consider that the campaign should be given plenty of time to unravel. Both as a player and a GM/DM/Storyteller I feel this way.</p><p></p><p>Canon VS presentation doesn't allow much for DM to do other than stay in the corner you allow them to survive in. <img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":heh:" /> <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /> </p><p></p><p>Desiring a certain type of game is fine and most Gaming Referees will work with players yet "always as we demand" will push any game into the grave. How can players know what they want if they are never given new challenges for their minds? The world being messed with is fine and <em>should</em> be expected. </p><p></p><p>The Multiverse and Splinter Universes do not always agree, in fact, that is oftern why they are the way they are.</p><p></p><p>As for major changes to historical background. There have been games and storylines which play on this and are a great story line. For those that had played the first edition Ravenloft into the ground, combining it with the House on Gryphon Hill:Ravenloft II was an excellent time <em>because</em> of the way it messed with the players. Many of the other modules/adventures can use extreme tweeks and combinations using this method. Chronomancer games are often like that........</p><p></p><p>Influence from <em>Ray Bradbury's "A Sound of Thunder"</em> can be of great help. Sorting out anomalies by using the players, signs and soothsayers/prophets works for flavor, can lead to a woderful gaming campaign. Many such things are not a constant. Having many characters in about a dozen of so adventures that then find that even the events they were in are historically different than the remember, not because of their memories but because of changes in location is terrible for players.......But it makes for a gooood story. Not to mention, it is great enough fun for DMs that a creative one can invite the players to be thankful that you can mess with these kinds of feelings and sensiblities without ruining a game. </p><p></p><p> Literally, play <em>Isle of the Ape</em> with their favorite characters and see what I mean. </p><p></p><p>Kill a few PC's slow and let one live to spread the fear of an enemy just so the character finally does return with their knowledge of a dreaded enemy and a trained army years later to have victory in battle and still show some mercy toward those it is wise to be merciful over because of what is good and right. </p><p></p><p>This all in itself has little to do with canon yet what if I am leaving out the "other" circumstances like the higher level character knowledge which makes a world "doomed" for any variety of reasons.</p><p></p><p>It is my personal belief that a storyteller can and should draw on any example that they personally feel can contribute to the experience of gaming/storytelling. All sources, from Novel or books of anykind, TV series, Movie, Radio, Mythology,Academics, Art, Epics, Poems, Games- video.strategy or card; whatever else the past, present and future holds as a resource is fair gaming. With all such things being fair gaming the most important thing I can think to mention is this... Other than what a Referee says whom is to say what is what? </p><p></p><p>OH, that is right, that is the one running the games job. </p><p></p><p>Desiring a means to "control" a DM is a wonderful thing to never get simply because, " I am sorry but <em>Control DM</em> is a Divine Salient Ablity that your character does not possess and the Epic Spell of the same is forbidden by <u>ALL</u> the gods." <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>Role with it. Thinking outside the box is vital to any Table Top RPG. Test your skills and take any game as a learning oppurtunity. </p><p></p><p>For the record, I have played and ran in games where everything was from memory with nothing more than a deck of playing cards for working out the dice rolls and random factors. Done while hiking with my own companions using mnuenonics. Some of the most fun I have ever had. Freeing up the mind can be more useful than relying on "what others expect".</p><p></p><p>According to Canon there are visiters from other places. I can run a very rigid canon game and then demonstrate with out conflict why the Canon Fanatic is not getting the point. However, I haven'f felt the need since the last time I ran such a game for some competing Fratenities. It was great fun and everyone had a great time, including me a stranger to both frats, yet I haven't returned to that kind of play in a number of years. Although I still try and keep up, I do have my own projects to work on as well.</p></blockquote><p></p>
[QUOTE="HolyGrenadeFrenzy, post: 3657380, member: 41808"] Regardless of a situation, even if it upsets my sensiblities, I consider that the campaign should be given plenty of time to unravel. Both as a player and a GM/DM/Storyteller I feel this way. Canon VS presentation doesn't allow much for DM to do other than stay in the corner you allow them to survive in. :heh: :uhoh: Desiring a certain type of game is fine and most Gaming Referees will work with players yet "always as we demand" will push any game into the grave. How can players know what they want if they are never given new challenges for their minds? The world being messed with is fine and [I]should[/I] be expected. The Multiverse and Splinter Universes do not always agree, in fact, that is oftern why they are the way they are. As for major changes to historical background. There have been games and storylines which play on this and are a great story line. For those that had played the first edition Ravenloft into the ground, combining it with the House on Gryphon Hill:Ravenloft II was an excellent time [I]because[/I] of the way it messed with the players. Many of the other modules/adventures can use extreme tweeks and combinations using this method. Chronomancer games are often like that........ Influence from [I]Ray Bradbury's "A Sound of Thunder"[/I] can be of great help. Sorting out anomalies by using the players, signs and soothsayers/prophets works for flavor, can lead to a woderful gaming campaign. Many such things are not a constant. Having many characters in about a dozen of so adventures that then find that even the events they were in are historically different than the remember, not because of their memories but because of changes in location is terrible for players.......But it makes for a gooood story. Not to mention, it is great enough fun for DMs that a creative one can invite the players to be thankful that you can mess with these kinds of feelings and sensiblities without ruining a game. Literally, play [I]Isle of the Ape[/I] with their favorite characters and see what I mean. Kill a few PC's slow and let one live to spread the fear of an enemy just so the character finally does return with their knowledge of a dreaded enemy and a trained army years later to have victory in battle and still show some mercy toward those it is wise to be merciful over because of what is good and right. This all in itself has little to do with canon yet what if I am leaving out the "other" circumstances like the higher level character knowledge which makes a world "doomed" for any variety of reasons. It is my personal belief that a storyteller can and should draw on any example that they personally feel can contribute to the experience of gaming/storytelling. All sources, from Novel or books of anykind, TV series, Movie, Radio, Mythology,Academics, Art, Epics, Poems, Games- video.strategy or card; whatever else the past, present and future holds as a resource is fair gaming. With all such things being fair gaming the most important thing I can think to mention is this... Other than what a Referee says whom is to say what is what? OH, that is right, that is the one running the games job. Desiring a means to "control" a DM is a wonderful thing to never get simply because, " I am sorry but [I]Control DM[/I] is a Divine Salient Ablity that your character does not possess and the Epic Spell of the same is forbidden by [U]ALL[/U] the gods." ;) Role with it. Thinking outside the box is vital to any Table Top RPG. Test your skills and take any game as a learning oppurtunity. For the record, I have played and ran in games where everything was from memory with nothing more than a deck of playing cards for working out the dice rolls and random factors. Done while hiking with my own companions using mnuenonics. Some of the most fun I have ever had. Freeing up the mind can be more useful than relying on "what others expect". According to Canon there are visiters from other places. I can run a very rigid canon game and then demonstrate with out conflict why the Canon Fanatic is not getting the point. However, I haven'f felt the need since the last time I ran such a game for some competing Fratenities. It was great fun and everyone had a great time, including me a stranger to both frats, yet I haven't returned to that kind of play in a number of years. Although I still try and keep up, I do have my own projects to work on as well. [/QUOTE]
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