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<blockquote data-quote="BookTenTiger" data-source="post: 9230402" data-attributes="member: 6685541"><p>One thing to consider is that, by default, the DM does lead the story. The times a DM might be finding conflict are when the players don't have buy-in. In those times, one way to resolve the conflict is to shift the focus of the game to something the players are more interested in.</p><p></p><p>In my view, it's not the DM's job to tell a story. It's their job to place obstacles in the way of PC goals, and then react to the decisions players and their characters make. Sometimes that means the players are really excited about what the DM has presented, and go with it. Sometimes it means they take wild tangents or try something new.</p><p></p><p>A clearer example may be something smaller and more granular:</p><p></p><p>A DM has created a dungeon. A room has two doors, an open left door and a locked right door. The DM initially plans on the characters going through the open left door in order to find a key that opens the right door. The DM has placed some interesting monsters, traps, and plot points through that last door.</p><p></p><p>Instead, the characters choose to pick the lock, or cast Knock, or break down the right door.</p><p></p><p>Should the DM force them through the left door because that's the story they want to tell? Or should they adapt to the choices of the characters?</p></blockquote><p></p>
[QUOTE="BookTenTiger, post: 9230402, member: 6685541"] One thing to consider is that, by default, the DM does lead the story. The times a DM might be finding conflict are when the players don't have buy-in. In those times, one way to resolve the conflict is to shift the focus of the game to something the players are more interested in. In my view, it's not the DM's job to tell a story. It's their job to place obstacles in the way of PC goals, and then react to the decisions players and their characters make. Sometimes that means the players are really excited about what the DM has presented, and go with it. Sometimes it means they take wild tangents or try something new. A clearer example may be something smaller and more granular: A DM has created a dungeon. A room has two doors, an open left door and a locked right door. The DM initially plans on the characters going through the open left door in order to find a key that opens the right door. The DM has placed some interesting monsters, traps, and plot points through that last door. Instead, the characters choose to pick the lock, or cast Knock, or break down the right door. Should the DM force them through the left door because that's the story they want to tell? Or should they adapt to the choices of the characters? [/QUOTE]
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