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Is the DM the most important person at the table
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<blockquote data-quote="Nagol" data-source="post: 7928332" data-attributes="member: 23935"><p>Roleplay and decision-making don't affect prep time much. It can affect how much the GM feels necessary to sketch out in broad terms, if the GM simply can't know which way the players will jump in the next session. </p><p></p><p>I had one group that would announce where they expected to go at the end of a session. And then they would do something arbitrarily different when the next session came around. It wasn't malicious, the group had poor discipline and a power struggle between certain players who wanted to accomplish entirely different goals. It did tend to waste my prep time, however.</p><p></p><p>Player input works in some types of campaigns better than others. One of the ways I often introduce extra player input is through Lion Rampant's Whimsy Cards (as an aside the only card I have never seen played is the "Take over as GM" card). I've adopted them for many campaigns over the years where the primary focus isn't player exploration. One advantage the cards offer is they are used during table play. I find offering players opportunities to engage with the game away from the table gets some interest that remains theoretical.</p><p></p><p>Number and width of arcs depends much more on the player mix than anything else. I've had games where the players helped construct the background and built a weave of interconnections pre-play -- only to have the 6 players jump into 7 different directions once play began.</p></blockquote><p></p>
[QUOTE="Nagol, post: 7928332, member: 23935"] Roleplay and decision-making don't affect prep time much. It can affect how much the GM feels necessary to sketch out in broad terms, if the GM simply can't know which way the players will jump in the next session. I had one group that would announce where they expected to go at the end of a session. And then they would do something arbitrarily different when the next session came around. It wasn't malicious, the group had poor discipline and a power struggle between certain players who wanted to accomplish entirely different goals. It did tend to waste my prep time, however. Player input works in some types of campaigns better than others. One of the ways I often introduce extra player input is through Lion Rampant's Whimsy Cards (as an aside the only card I have never seen played is the "Take over as GM" card). I've adopted them for many campaigns over the years where the primary focus isn't player exploration. One advantage the cards offer is they are used during table play. I find offering players opportunities to engage with the game away from the table gets some interest that remains theoretical. Number and width of arcs depends much more on the player mix than anything else. I've had games where the players helped construct the background and built a weave of interconnections pre-play -- only to have the 6 players jump into 7 different directions once play began. [/QUOTE]
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