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"Illusionism" and "GM force" in RPGing
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<blockquote data-quote="Haiku Elvis" data-source="post: 8460036" data-attributes="member: 7032874"><p>It's funny. Until joining forums like this I hadn't really thought about these things (in this way at least) or really been aware of the debates but coming of role playing age in the late 80s/early 90s if you asked me what a GM does I would instinctively descibe something similar to the choreographed novel of the OP and feel the GMs role is to provide well prepared and pre set up adventures and keep the game on track. </p><p> However as my first and longest and most formative gaming group was my school friends who were definitely of the "hey screw this quest business. Let's rob the richest merchant in town and use the money to buy magic swords and impress girls" type of players, if I look back on how I actually GM in practice it's always been more the 'in the now' react to what the players do style. (out of sheer bloody neccesity initially then out of habit) and my carefully crafted scenes become a general grab bag of ideas to throw in the mix in whatever order and form makes sense in reaction to the players actions.</p></blockquote><p></p>
[QUOTE="Haiku Elvis, post: 8460036, member: 7032874"] It's funny. Until joining forums like this I hadn't really thought about these things (in this way at least) or really been aware of the debates but coming of role playing age in the late 80s/early 90s if you asked me what a GM does I would instinctively descibe something similar to the choreographed novel of the OP and feel the GMs role is to provide well prepared and pre set up adventures and keep the game on track. However as my first and longest and most formative gaming group was my school friends who were definitely of the "hey screw this quest business. Let's rob the richest merchant in town and use the money to buy magic swords and impress girls" type of players, if I look back on how I actually GM in practice it's always been more the 'in the now' react to what the players do style. (out of sheer bloody neccesity initially then out of habit) and my carefully crafted scenes become a general grab bag of ideas to throw in the mix in whatever order and form makes sense in reaction to the players actions. [/QUOTE]
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