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Judgement calls vs "railroading"
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<blockquote data-quote="Lanefan" data-source="post: 7088422" data-attributes="member: 29398"><p>::shrug:: Problem solving and mystery unravelling are and always have been a large - and fun - part of playing RPGs.</p><p></p><p>Your loss, I suppose.</p><p></p><p style="margin-left: 20px">Gads, even professional designers/writers can't get PLAYER and CHARACTER straight. Monsters kill characters. DMs don't kill players (no matter how tempting it may be sometimes).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">That said, this looks like a deliberate attempt to remove any hint of adversarial relationship between the players and the DM; which to me is a huge mistake - just about the whole premise of the traditional RPG* is the DM (gameworld) throws challenges out there and the players (characters) deal with them; and sometimes the players (characters) throw challenges at each other. The DM exists to be both an impartial referee and a more or less fair enemy...and note this means the DM often finds herself working against what might otherwise be seen as her own interests when the impartial referee side has to trump the provide-an-enemy side.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* - as opposed to co-operative storytelling or DM-less games, which are a different breed of animal</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The game world is a dangerous place because the DM has made it so.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">This is good advice, though I'd change "react to it" to "interact with it" to allow for player (character) proactivity in these interactions.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Most DMs can fill their characters' lives with adventure and create a world that's engaging and dynamic without having to get the players to do their heavy lifting.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Except for the first seven words, this is all great stuff.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"></p><p>Well, I'll fight back - and win - in order to ensure my game will still have enough in the tank to last a few years more regardless of what might happen right now.</p><p></p><p>Of course she has, safe in the knowledge that much of the enjoyment lies in the exploration of and learning about this fantastic engaging dynamic world she's built. The portrayal comes out in the learning process.</p><p></p><p>Seems simple enough to me.</p><p></p><p>Lan-"playing the game establishes new gameworld facts, that either change or sit on top of facts already there"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7088422, member: 29398"] ::shrug:: Problem solving and mystery unravelling are and always have been a large - and fun - part of playing RPGs. Your loss, I suppose. [indent]Gads, even professional designers/writers can't get PLAYER and CHARACTER straight. Monsters kill characters. DMs don't kill players (no matter how tempting it may be sometimes). That said, this looks like a deliberate attempt to remove any hint of adversarial relationship between the players and the DM; which to me is a huge mistake - just about the whole premise of the traditional RPG* is the DM (gameworld) throws challenges out there and the players (characters) deal with them; and sometimes the players (characters) throw challenges at each other. The DM exists to be both an impartial referee and a more or less fair enemy...and note this means the DM often finds herself working against what might otherwise be seen as her own interests when the impartial referee side has to trump the provide-an-enemy side. * - as opposed to co-operative storytelling or DM-less games, which are a different breed of animal The game world is a dangerous place because the DM has made it so. This is good advice, though I'd change "react to it" to "interact with it" to allow for player (character) proactivity in these interactions. Most DMs can fill their characters' lives with adventure and create a world that's engaging and dynamic without having to get the players to do their heavy lifting. Except for the first seven words, this is all great stuff. [/indent]Well, I'll fight back - and win - in order to ensure my game will still have enough in the tank to last a few years more regardless of what might happen right now. Of course she has, safe in the knowledge that much of the enjoyment lies in the exploration of and learning about this fantastic engaging dynamic world she's built. The portrayal comes out in the learning process. Seems simple enough to me. Lan-"playing the game establishes new gameworld facts, that either change or sit on top of facts already there"-efan [/QUOTE]
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