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Is your D&D campaign a game or a story?
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<blockquote data-quote="fusangite" data-source="post: 2851530" data-attributes="member: 7240"><p>Nonsense. A DM's job is to make the sense motive check dramatically appropriate whenever it happens and to amend the storyline on the basis of the change in fortunes in order to keep the metaplot structure viable. </p><p></p><p>Story in a game is not about the minutia of storyline; it is about the fundamental metaplot structure of the game. A GM having an eye to story does not have to mean control of the outcome of all significant events that comprise the storyline. The key is to define one's story objectives in such a way that the players are accorded virtually complete freedom to shape individual events and respond to their outcomes. </p><p></p><p>It seems like some people here want to make a GM caring about story equivalent to a GM depriving his players of free will. In my game, I know that the characters will pass through the Seven Cities and, in the course of doing so, find the Holy Grail. Do I know what cities the seven will be? No. Do I require that any individual attempt to attain an aspect of the grail will succeed? No. </p><p></p><p>If you can't give your players free will and still maintain a coherent theme and story structure, that's your problem. It's not a problem inherent in achieving these objectives. Don't assume that others have not figured out a way to do this. Story <> railroading; to assume that it is is insulting to people who care about both story and free will.I don't accept that at all. In my experience, the larger the number of narrative and symbolic structures that resonate in your campaign, the more creative avenues are available to both player and GM. </p><p></p><p>It seems to me that this debate is really a bunch of people who cannot figure out a flexible and fulfilling way to incorporate story into a campaign vehemently asserting that doing so is impossible.</p></blockquote><p></p>
[QUOTE="fusangite, post: 2851530, member: 7240"] Nonsense. A DM's job is to make the sense motive check dramatically appropriate whenever it happens and to amend the storyline on the basis of the change in fortunes in order to keep the metaplot structure viable. Story in a game is not about the minutia of storyline; it is about the fundamental metaplot structure of the game. A GM having an eye to story does not have to mean control of the outcome of all significant events that comprise the storyline. The key is to define one's story objectives in such a way that the players are accorded virtually complete freedom to shape individual events and respond to their outcomes. It seems like some people here want to make a GM caring about story equivalent to a GM depriving his players of free will. In my game, I know that the characters will pass through the Seven Cities and, in the course of doing so, find the Holy Grail. Do I know what cities the seven will be? No. Do I require that any individual attempt to attain an aspect of the grail will succeed? No. If you can't give your players free will and still maintain a coherent theme and story structure, that's your problem. It's not a problem inherent in achieving these objectives. Don't assume that others have not figured out a way to do this. Story <> railroading; to assume that it is is insulting to people who care about both story and free will.I don't accept that at all. In my experience, the larger the number of narrative and symbolic structures that resonate in your campaign, the more creative avenues are available to both player and GM. It seems to me that this debate is really a bunch of people who cannot figure out a flexible and fulfilling way to incorporate story into a campaign vehemently asserting that doing so is impossible. [/QUOTE]
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