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Judgement calls vs "railroading"
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<blockquote data-quote="Campbell" data-source="post: 7064709" data-attributes="member: 16586"><p>One thing I will say about combining approaches is that I feel there is tension between GMing in a way that is fundamentally about playing to find out and traditional storytelling techniques. Once we accept that manipulation of players, the fiction, or the rules are tools that a GM has in their wheelhouse to move towards a "better" story than even when there is no intervention there is always the choice to intervene. </p><p></p><p>We are not playing to find out anymore. We are playing to find out unless the GM wishes otherwise which feels fundamentally different in play to me. Players no longer earn things. They are given them. Their choices only matter as much as the GM allows them to. It also places what I feel is a tremendous burden on the GM for the quality of the game. The actual game and the players are no longer near as responsible, and the GM carries the game on their back. This tends to move into the social arena as well where the GM is often expected to act like a parent to their players.</p><p></p><p>As a GM I don't want all that responsibility. I don't want things to be that hard or take that much work.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7064709, member: 16586"] One thing I will say about combining approaches is that I feel there is tension between GMing in a way that is fundamentally about playing to find out and traditional storytelling techniques. Once we accept that manipulation of players, the fiction, or the rules are tools that a GM has in their wheelhouse to move towards a "better" story than even when there is no intervention there is always the choice to intervene. We are not playing to find out anymore. We are playing to find out unless the GM wishes otherwise which feels fundamentally different in play to me. Players no longer earn things. They are given them. Their choices only matter as much as the GM allows them to. It also places what I feel is a tremendous burden on the GM for the quality of the game. The actual game and the players are no longer near as responsible, and the GM carries the game on their back. This tends to move into the social arena as well where the GM is often expected to act like a parent to their players. As a GM I don't want all that responsibility. I don't want things to be that hard or take that much work. [/QUOTE]
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