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Judgement calls vs "railroading"
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<blockquote data-quote="Aenghus" data-source="post: 7094849" data-attributes="member: 2656"><p>IMO DM and player goals need to be sufficiently compatible to allow a functional and coherent game to emerge.</p><p></p><p>In retrospect when I was a regular player, as opposed to referee, over 15 years ago now I generally sought a low risk strategy in RPG games, which annoyed some referees as they preferred a high risk game, this still being the days where low risk and high risk all pertained to chance of PC death. The referees generally didn't come out and say what they wanted, more often they would just not reward my efforts to find a safe path through the RPG minefield.</p><p></p><p>But games where the risk was too high for my tastes would make me even more hesitant and increase my analysis paralysis, as I hate my PCs being killed or crippled and avoiding that became an overriding priority for me, which led me to disengaging from the game. Looking back at it I wanted some sort of stake setting mechanic so I could deliberately choose the level of risk taking that worked for me as a player. </p><p></p><p>The other thing I note is that character backgrounds were often ignored unless the referee liked them for some reason. Module timelines, PC casualties and overriding plots often put individual character stuff on the back burner, which in the case of players primarily invested in their own subplots would lose that player's interest. The lack of willingness to talk about such issues and lack of agreed upon jargon to communicate clearly often made things worse.</p><p></p><p>As I see it some of the GM constraints in Player driven games are to attempt to discourage GM decisions from accidentally or deliberately sidelining player goals, something I saw happen an awful lot in conventional procedural DM driven games.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 7094849, member: 2656"] IMO DM and player goals need to be sufficiently compatible to allow a functional and coherent game to emerge. In retrospect when I was a regular player, as opposed to referee, over 15 years ago now I generally sought a low risk strategy in RPG games, which annoyed some referees as they preferred a high risk game, this still being the days where low risk and high risk all pertained to chance of PC death. The referees generally didn't come out and say what they wanted, more often they would just not reward my efforts to find a safe path through the RPG minefield. But games where the risk was too high for my tastes would make me even more hesitant and increase my analysis paralysis, as I hate my PCs being killed or crippled and avoiding that became an overriding priority for me, which led me to disengaging from the game. Looking back at it I wanted some sort of stake setting mechanic so I could deliberately choose the level of risk taking that worked for me as a player. The other thing I note is that character backgrounds were often ignored unless the referee liked them for some reason. Module timelines, PC casualties and overriding plots often put individual character stuff on the back burner, which in the case of players primarily invested in their own subplots would lose that player's interest. The lack of willingness to talk about such issues and lack of agreed upon jargon to communicate clearly often made things worse. As I see it some of the GM constraints in Player driven games are to attempt to discourage GM decisions from accidentally or deliberately sidelining player goals, something I saw happen an awful lot in conventional procedural DM driven games. [/QUOTE]
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Judgement calls vs "railroading"
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