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Judgement calls vs "railroading"
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<blockquote data-quote="Ilbranteloth" data-source="post: 7099168" data-attributes="member: 6778044"><p>I meant to go back and rewrite my analysis of the "Make your move, but misdirect" rule, because after going back to the rules it was clear that it wasn't so much about misleading the PCs itself. But it is another example of how I don't like the presentation since I think it's a poor choice of words for GM Principles that are listed in bold and might only be re-referenced by name, rather than reading the rules again.</p><p></p><p>If the player's lives are boring, it depends on the source. If the world as I present it (backstory and setting) aren't interesting, that's on me. But if they are just heading off to do boring things, then that's really their problem. It might become my problem if it's clear that this group of players needs a different style of game than a straight living sandbox. I can provide more story myself if needed, but I prefer for the players to do it.</p><p></p><p>That makes sense about "look through the crosshairs," and I also understand the general thrust behind "respond with f-ery..." but ultimately the rules themselves can imply that the GM is there in part to mess with the characters. And that's not the way I run my games. That doesn't mean that there won't be NPCs that will target the characters specifically, but it won't be because the game tells me that at this point in time I need to mess with the PCs.</p><p></p><p>The world is always changing, but as a DM I aim to approach the world from a neutral standpoint. I'm not trying to make it easier or harder on the PCs. I mean, the world outside of civilization is a pretty deadly place, but I'm not trying to change it on the fly. Your examples are exactly the sort of things that I do think are appropriate - but the intention is a bit different, I guess. I'm not trying to make their lives not boring or the fiction interesting. I know it sounds a bit paradoxical, but if I'm providing an interesting backstory and setting (including NPCs and their motivations) then the players can run with that and create an interesting story without me having to create dramatic scenes and interesting complications.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7099168, member: 6778044"] I meant to go back and rewrite my analysis of the "Make your move, but misdirect" rule, because after going back to the rules it was clear that it wasn't so much about misleading the PCs itself. But it is another example of how I don't like the presentation since I think it's a poor choice of words for GM Principles that are listed in bold and might only be re-referenced by name, rather than reading the rules again. If the player's lives are boring, it depends on the source. If the world as I present it (backstory and setting) aren't interesting, that's on me. But if they are just heading off to do boring things, then that's really their problem. It might become my problem if it's clear that this group of players needs a different style of game than a straight living sandbox. I can provide more story myself if needed, but I prefer for the players to do it. That makes sense about "look through the crosshairs," and I also understand the general thrust behind "respond with f-ery..." but ultimately the rules themselves can imply that the GM is there in part to mess with the characters. And that's not the way I run my games. That doesn't mean that there won't be NPCs that will target the characters specifically, but it won't be because the game tells me that at this point in time I need to mess with the PCs. The world is always changing, but as a DM I aim to approach the world from a neutral standpoint. I'm not trying to make it easier or harder on the PCs. I mean, the world outside of civilization is a pretty deadly place, but I'm not trying to change it on the fly. Your examples are exactly the sort of things that I do think are appropriate - but the intention is a bit different, I guess. I'm not trying to make their lives not boring or the fiction interesting. I know it sounds a bit paradoxical, but if I'm providing an interesting backstory and setting (including NPCs and their motivations) then the players can run with that and create an interesting story without me having to create dramatic scenes and interesting complications. [/QUOTE]
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