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I don't know what just happend, but it seems that Ayn Rand corrupted my player!
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<blockquote data-quote="S'mon" data-source="post: 5724937" data-attributes="member: 463"><p>I'm more in the style of I create the world, with some player input as requested, the PCs are free to do whatever they want in it (provided they stick together) - no planned campaign arc. Yet I'd consider myself a fairly authoritarian GM: I'm in charge of my game, the players are in charge of their characters. I guess that makes us all little Randians or Nietzscheans in our own spheres. And I'm fairly take-it-or-leave it - I run what I want to run, if players don't like my game they can go do something else. But still the game and campaign is not 'my story'; the PCs are the primary drivers and the 'story' is a result of their decisions interacting with my start-conditions, not a rail-track.</p><p></p><p>The GM is a bit like an architect, building a structure, he lays the foundations largely alone, but the players are not just consumers who come to inhabit that structure; their decisions determine its final shape.</p><p></p><p>Edit: Adventure Paths raise problems for this model. It may be the pre-written structure of the AP that raises demands for player empowerment by limiting death-risk, since they have reduced empowerment in terms of story-affecting decisions.</p></blockquote><p></p>
[QUOTE="S'mon, post: 5724937, member: 463"] I'm more in the style of I create the world, with some player input as requested, the PCs are free to do whatever they want in it (provided they stick together) - no planned campaign arc. Yet I'd consider myself a fairly authoritarian GM: I'm in charge of my game, the players are in charge of their characters. I guess that makes us all little Randians or Nietzscheans in our own spheres. And I'm fairly take-it-or-leave it - I run what I want to run, if players don't like my game they can go do something else. But still the game and campaign is not 'my story'; the PCs are the primary drivers and the 'story' is a result of their decisions interacting with my start-conditions, not a rail-track. The GM is a bit like an architect, building a structure, he lays the foundations largely alone, but the players are not just consumers who come to inhabit that structure; their decisions determine its final shape. Edit: Adventure Paths raise problems for this model. It may be the pre-written structure of the AP that raises demands for player empowerment by limiting death-risk, since they have reduced empowerment in terms of story-affecting decisions. [/QUOTE]
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I don't know what just happend, but it seems that Ayn Rand corrupted my player!
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