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Judgement calls vs "railroading"
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<blockquote data-quote="hawkeyefan" data-source="post: 7088546" data-attributes="member: 6785785"><p>True.....newer would have probably been more accurate. </p><p></p><p></p><p></p><p>I would think that anyone who goes into this level of analysis and depth of discussion would not be so easily thrown by being asked to come up with a drawback for just about anything, no matter how much they may advocate for it. </p><p></p><p>For example, I realize that when I lean toward GM driven gaming, I'm limiting player choice to some extent. When I lean toward player driven, I realize that I'm giving up some level of narrative control. </p><p></p><p>Now, I say these as a more general rule without a specific system or game mechanics in mind. But it seems that the mechanics of Burning World and similar games actually expressly forbid a more GM driven approach to the narrative. </p><p></p><p>D&D 5E doesn't have a lot of mechanics that foster a more player driven approach....but I think there is a lot more leeway within the system to allow for variance in approach. </p><p></p><p></p><p></p><p>I agree here....it does seem to me that Burning World and similar games seem to limit how stories can be crafted. I actually like to allow for player authorship and the players having a lot of choice in how the game goes....but I would feel very constrained if I had to play the game that way at all times. Because I also like GM driven play....where there is a main story of some sort that is constantly influencing events and challenging the PCs. </p><p></p><p>And I don't really see the players being unaware of elements as being a negative. </p><p></p><p></p><p></p><p>I think the problem with using Star Wars as an analogy....or any fiction, really....is that when compared to a game, there is a key element missing from the metaphor: that of the player. So while a history may be secret from Luke, it may or may not be secret from the player who is playing Luke. Maybe that player had a concept for some kind of "child of destiny" character. Maybe he left the specifics of it up to the DM to fit into the game/story he had in mind, or maybe he came up with a detailed history for the PC himself. </p><p></p><p>But having said that, I get your point....something revealed to the character in the midst of the story became the driving force for the character thereafter. The same could happen in an RPG....if it's not something expressly forbidden by the game, at least. </p><p></p><p>Maybe it's just me....but I think the players and the DM can both be inspired by the ideas of the other. I see no reason to create walls that prevent such inspiration from occurring. </p><p></p><p></p><p></p><p>Well, it depends on what you're foreshadowing. I use some foreshadowing in my game a bit....but it's not based on the ending of the game. A player could be facing some kind of decision....and you can foreshadow that without knowing which way he will decide.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7088546, member: 6785785"] True.....newer would have probably been more accurate. I would think that anyone who goes into this level of analysis and depth of discussion would not be so easily thrown by being asked to come up with a drawback for just about anything, no matter how much they may advocate for it. For example, I realize that when I lean toward GM driven gaming, I'm limiting player choice to some extent. When I lean toward player driven, I realize that I'm giving up some level of narrative control. Now, I say these as a more general rule without a specific system or game mechanics in mind. But it seems that the mechanics of Burning World and similar games actually expressly forbid a more GM driven approach to the narrative. D&D 5E doesn't have a lot of mechanics that foster a more player driven approach....but I think there is a lot more leeway within the system to allow for variance in approach. I agree here....it does seem to me that Burning World and similar games seem to limit how stories can be crafted. I actually like to allow for player authorship and the players having a lot of choice in how the game goes....but I would feel very constrained if I had to play the game that way at all times. Because I also like GM driven play....where there is a main story of some sort that is constantly influencing events and challenging the PCs. And I don't really see the players being unaware of elements as being a negative. I think the problem with using Star Wars as an analogy....or any fiction, really....is that when compared to a game, there is a key element missing from the metaphor: that of the player. So while a history may be secret from Luke, it may or may not be secret from the player who is playing Luke. Maybe that player had a concept for some kind of "child of destiny" character. Maybe he left the specifics of it up to the DM to fit into the game/story he had in mind, or maybe he came up with a detailed history for the PC himself. But having said that, I get your point....something revealed to the character in the midst of the story became the driving force for the character thereafter. The same could happen in an RPG....if it's not something expressly forbidden by the game, at least. Maybe it's just me....but I think the players and the DM can both be inspired by the ideas of the other. I see no reason to create walls that prevent such inspiration from occurring. Well, it depends on what you're foreshadowing. I use some foreshadowing in my game a bit....but it's not based on the ending of the game. A player could be facing some kind of decision....and you can foreshadow that without knowing which way he will decide. [/QUOTE]
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