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Judgement calls vs "railroading"
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<blockquote data-quote="hawkeyefan" data-source="post: 7114163" data-attributes="member: 6785785"><p>[MENTION=42582]pemerton[/MENTION]</p><p></p><p>Sorry to take so long to get back on this. Rather than address specific points, I think a more general reply may be best. </p><p></p><p>I understand your point, and the methods you're describing. I think it is a solid approach in many ways. I prefer to have a plan in place that I can change on the fly if need be rather than determining everything at the so-called "crunch point" that you describe, but that's more a personal preference. </p><p></p><p>However, I think that the methods you are describing, divorced from mechanics that support them, can be applied in a general way to just about any RPG. Would you agree with that? You said that Story Now is not dependent on mechanics, so is that what you meat? That Story Now elements can be used in any game? </p><p></p><p>If not, then it seems that they are dependent upon the system in question, which to me means that they are tied to the mechanics of that system. </p><p></p><p>I say this because I actually believe that I do a lot of what you are calling out as the Story Now approach's strengths in my game....but I'm playing 5E, and I have pre-authored much of the world. </p><p></p><p>Now, as for the GM steering things....let's go back to the Vader/Luke example. The player has indicated a mystery in his character's lineage and that he wants to examine that as part of play. The GM has come up with a Galactic Empire threat that he feels would be a cool story to examine, along with a major NPC villain tied to this Empire. The players haven't shown strong interest in the Empire storyline....they seem more interested in smuggling aboard the Millenium Falcon than in a battle between good and evil. So the Empire will be a foil, but only in that it will be the existing power structure that may cause complications for smugglers rather than an opponent of heroes in a rebellion. </p><p></p><p>So the PCs are more interested in avoiding the Empire rather than opposing them. I would think this an important distinction that would very much determine the thrust of the campaign, and the two would be very different. </p><p></p><p>Now, in your game you very well may not do this....but would you say that if the GM decided to put forth his NPC as a strong contender to be the PC's father, then that may hook the players into being a bit more interested in the Empire, and then as a result, the campaign might shift from avoiding the Empire to opposing the Empire? Would you say this is a bad thing, no matter what? Would you say the players would recognize this "force" without fail? Or would you consider this a marriage of the player's desire and the GM's desire?</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7114163, member: 6785785"] [MENTION=42582]pemerton[/MENTION] Sorry to take so long to get back on this. Rather than address specific points, I think a more general reply may be best. I understand your point, and the methods you're describing. I think it is a solid approach in many ways. I prefer to have a plan in place that I can change on the fly if need be rather than determining everything at the so-called "crunch point" that you describe, but that's more a personal preference. However, I think that the methods you are describing, divorced from mechanics that support them, can be applied in a general way to just about any RPG. Would you agree with that? You said that Story Now is not dependent on mechanics, so is that what you meat? That Story Now elements can be used in any game? If not, then it seems that they are dependent upon the system in question, which to me means that they are tied to the mechanics of that system. I say this because I actually believe that I do a lot of what you are calling out as the Story Now approach's strengths in my game....but I'm playing 5E, and I have pre-authored much of the world. Now, as for the GM steering things....let's go back to the Vader/Luke example. The player has indicated a mystery in his character's lineage and that he wants to examine that as part of play. The GM has come up with a Galactic Empire threat that he feels would be a cool story to examine, along with a major NPC villain tied to this Empire. The players haven't shown strong interest in the Empire storyline....they seem more interested in smuggling aboard the Millenium Falcon than in a battle between good and evil. So the Empire will be a foil, but only in that it will be the existing power structure that may cause complications for smugglers rather than an opponent of heroes in a rebellion. So the PCs are more interested in avoiding the Empire rather than opposing them. I would think this an important distinction that would very much determine the thrust of the campaign, and the two would be very different. Now, in your game you very well may not do this....but would you say that if the GM decided to put forth his NPC as a strong contender to be the PC's father, then that may hook the players into being a bit more interested in the Empire, and then as a result, the campaign might shift from avoiding the Empire to opposing the Empire? Would you say this is a bad thing, no matter what? Would you say the players would recognize this "force" without fail? Or would you consider this a marriage of the player's desire and the GM's desire? [/QUOTE]
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